Fixed extra post-process shaders. Cleaned up and no longer using deprecated functions.
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@@ -1,42 +0,0 @@
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/**
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* @file colorFilterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragColor;
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#endif
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform float brightness;
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uniform float contrast;
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uniform vec3 contrastBase;
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uniform float saturation;
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uniform vec3 lumWeights;
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uniform float gamma;
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VARYING vec2 vary_texcoord0;
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void main(void)
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{
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vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
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/// Apply gamma
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color = pow(color, vec3(1.0/gamma));
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/// Modulate brightness
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color *= brightness;
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/// Modulate contrast
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color = mix(contrastBase, color, contrast);
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/// Modulate saturation
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color = mix(vec3(dot(color, lumWeights)), color, saturation);
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gl_FragColor = vec4(color, 1.0);
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}
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@@ -1,36 +0,0 @@
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragColor;
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#endif
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform int horizontalPass;
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VARYING vec2 vary_texcoord0;
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vec2 offset = vec2( 1.3846153846, 3.2307692308 );
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vec3 weight = vec3( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main(void)
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{
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vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0))*weight.x;
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if(horizontalPass == 1)
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{
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color += weight.y * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s+offset.s,vary_texcoord0.t)));
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color += weight.y * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s-offset.s,vary_texcoord0.t)));
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color += weight.z * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s+offset.t,vary_texcoord0.t)));
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color += weight.z * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s-offset.t,vary_texcoord0.t)));
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}
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else
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{
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color += weight.y * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s,vary_texcoord0.t+offset.s)));
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color += weight.y * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s,vary_texcoord0.t-offset.s)));
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color += weight.z * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s,vary_texcoord0.t+offset.t)));
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color += weight.z * vec3(texture2DRect(RenderTexture, vec2(vary_texcoord0.s,vary_texcoord0.t-offset.t)));
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}
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gl_FragColor = vec4(color.xyz,1.0);
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}
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@@ -1,52 +0,0 @@
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/**
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* @file nightVisionF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragColor;
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#endif
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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uniform sampler2D NoiseTexture;
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uniform float brightMult;
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uniform float noiseStrength;
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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float luminance(vec3 color)
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{
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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void main(void)
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{
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/// Get scene color
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vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0));
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/// Extract luminance and scale up by night vision brightness
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float lum = luminance(color) * brightMult;
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/// Convert into night vision color space
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/// Newer NVG colors (crisper and more saturated)
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vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
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/// Add noise
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float noiseValue = texture2D(NoiseTexture, vary_texcoord1).r;
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noiseValue = (noiseValue - 0.5) * noiseStrength;
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/// Older NVG colors (more muted)
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// vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
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outColor += noiseValue;
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gl_FragColor = vec4(outColor, 1.0);
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}
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