Added #version string to many shaders. Added a few to-be-implemented shader files
This commit is contained in:
@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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void default_lighting();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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attribute vec4 weight; //1
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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void default_lighting();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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mat4 getSkinnedTransform();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -25,7 +27,6 @@ varying vec3 vary_pointlight_col;
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uniform mat4 inv_proj;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#version 120
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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mat4 getSkinnedTransform();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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mat4 getSkinnedTransform();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $/LicenseInfo$
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*/
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#version 120
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varying vec3 vary_normal;
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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void calcAtmospherics(vec3 inPositionEye);
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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varying vec2 vary_fragcoord;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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uniform sampler2D normalMap;
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@@ -12,7 +14,7 @@ uniform sampler2D specularMap;
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void main()
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{
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vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
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gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
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gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
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gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
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gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
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}
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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void main()
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{
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@@ -5,6 +5,8 @@
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* $/LicenseInfo$
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*/
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#version 120
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uniform sampler2DRect diffuseMap;
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varying vec2 vary_fragcoord;
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@@ -5,6 +5,9 @@
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* $/LicenseInfo$
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*/
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#version 120
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect depthMap;
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@@ -0,0 +1,20 @@
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/**
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* @file multiPointLightV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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varying vec4 vary_fragcoord;
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void main()
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{
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//transform vertex
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vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
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vary_fragcoord = pos;
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gl_Position = pos;
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gl_FrontColor = gl_Color;
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}
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -5,6 +5,8 @@
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* $License$
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*/
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#version 120
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varying vec4 vary_light;
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varying vec4 vary_fragcoord;
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -0,0 +1,24 @@
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/**
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* @file postDeferredF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2D bloomMap;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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void main()
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{
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
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gl_FragColor = diff + bloom;
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}
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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@@ -4,6 +4,8 @@
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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varying vec4 post_pos;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform vec2 screen_res;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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//class 1, no shadow, no SSAO, should never be called
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -13,8 +15,6 @@ uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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// Inputs
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uniform mat4 shadow_matrix[6];
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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varying vec4 vary_light;
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varying vec2 vary_fragcoord;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D detail_0;
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uniform sampler2D detail_1;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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varying vec3 vary_normal;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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uniform sampler2D diffuseMap;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
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* $License$
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*/
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#version 120
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varying vec3 vary_normal;
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@@ -4,8 +4,11 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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||||
*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
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* $License$
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||||
*/
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||||
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#version 120
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void calcAtmospherics(vec3 inPositionEye);
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
|
||||
*/
|
||||
|
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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@@ -5,6 +5,7 @@
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* $License$
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*/
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#version 120
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void main()
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{
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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||||
*/
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#version 120
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uniform vec2 glowDelta;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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||||
* $License$
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||||
*/
|
||||
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#version 120
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||||
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uniform sampler2D detail0;
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uniform sampler2D detail1;
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||||
@@ -4,6 +4,8 @@
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
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||||
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// this class1 shader is just a copy of terrainF
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|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform sampler2D bumpMap;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec3 scaleSoftClip(vec3 inColor);
|
||||
vec3 atmosTransport(vec3 inColor);
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 applyWaterFog(vec4 color)
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* @file lightFullbrightShinyWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
void fullbright_shiny_lighting_water()
|
||||
{
|
||||
gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
|
||||
}
|
||||
@@ -5,6 +5,8 @@
|
||||
* $License$
|
||||
*/
|
||||
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l)
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l)
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
|
||||
vec3 atmosAmbient(vec3 light);
|
||||
vec3 atmosAffectDirectionalLight(float lightIntensity);
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
float calcDirectionalLight(vec3 n, vec3 l);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void fullbright_lighting();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void fullbright_shiny_lighting();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file fullbrightShinyWaterF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void fullbright_shiny_lighting_water();
|
||||
|
||||
void main()
|
||||
{
|
||||
fullbright_shiny_lighting_water();
|
||||
}
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void fullbright_lighting_water();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void shiny_lighting();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void shiny_lighting_water();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void default_lighting();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void default_lighting_water();
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec3 atmosLighting(vec3 light)
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec3 atmosAmbient(vec3 light)
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
void setPositionEye(vec3 v);
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform vec4 gamma;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec3 atmosTransport(vec3 light)
|
||||
{
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
@@ -26,7 +28,6 @@ varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_fragcoord;
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_light;
|
||||
varying vec3 vary_pointlight_col;
|
||||
|
||||
uniform float shadow_bias;
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
@@ -19,7 +21,6 @@ varying vec3 vary_ambient;
|
||||
varying vec3 vary_directional;
|
||||
varying vec3 vary_fragcoord;
|
||||
varying vec3 vary_position;
|
||||
varying vec3 vary_light;
|
||||
varying vec3 vary_pointlight_col;
|
||||
|
||||
uniform float near_clip;
|
||||
@@ -67,17 +68,16 @@ void main()
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
|
||||
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
|
||||
|
||||
// Collect normal lights
|
||||
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
|
||||
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
|
||||
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
|
||||
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
|
||||
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
|
||||
|
||||
|
||||
vary_pointlight_col = col.rgb*gl_Color.rgb;
|
||||
|
||||
col.rgb = vec3(0,0,0);
|
||||
@@ -85,8 +85,6 @@ void main()
|
||||
// Add windlight lights
|
||||
col.rgb = atmosAmbient(vec3(0.));
|
||||
|
||||
vary_light = gl_LightSource[0].position.xyz;
|
||||
|
||||
vary_ambient = col.rgb*gl_Color.rgb;
|
||||
vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
|
||||
mat4 getSkinnedTransform();
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ARB_texture_rectangle : enable
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user