parent
ea9c8e4325
commit
f30a649f1c
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@ -63,7 +63,7 @@ void main()
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float final_alpha = color.a * vertex_color.a;
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#ifdef HAS_ALPHA_MASK
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if (color.a < minimum_alpha)
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if (final_alpha < minimum_alpha)
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{
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discard;
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}
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@ -69,7 +69,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
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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 calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
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@ -31,18 +31,6 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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return light;
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}
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return light;
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}
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vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive)
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{
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/* stub function for fallback compatibility on class1 hardware */
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return light;
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}
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vec3 atmosTransport(vec3 light)
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{
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/* stub function for fallback compatibility on class1 hardware */
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@ -73,8 +73,6 @@ vec3 scaleSoftClipFrag(vec3 l);
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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 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
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vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
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vec4 getPositionWithDepth(vec2 pos_screen, float depth);
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vec4 getPosition(vec2 pos_screen);
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@ -43,25 +43,6 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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return light;
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}
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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{
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness * 0.1);
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}
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vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness * 0.1);
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}
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vec3 atmosTransport(vec3 light)
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{
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return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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@ -69,10 +50,10 @@ vec3 atmosTransport(vec3 light)
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vec3 fullbrightAtmosTransport(vec3 light)
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{
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return fullbrightAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
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return atmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
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}
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vec3 fullbrightShinyAtmosTransport(vec3 light)
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{
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return fullbrightShinyAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
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return atmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation());
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}
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@ -41,26 +41,6 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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return (light + additive) * atten * 2.0;
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}
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vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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{
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness);
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}
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vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
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{
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if (no_atmo == 1)
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{
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return light;
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}
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float brightness = dot(light.rgb, vec3(0.33333));
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return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
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}
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vec3 atmosTransport(vec3 light)
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{
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return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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@ -68,10 +48,10 @@ vec3 atmosTransport(vec3 light)
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vec3 fullbrightAtmosTransport(vec3 light)
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{
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return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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}
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vec3 fullbrightShinyAtmosTransport(vec3 light)
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{
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return fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
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}
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