Added #version string to many shaders. Added a few to-be-implemented shader files

This commit is contained in:
Shyotl
2011-05-18 14:58:57 -05:00
parent 90c0ea63b1
commit 0193173e46
160 changed files with 419 additions and 17 deletions

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
attribute vec4 weight; //1

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

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@@ -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);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -25,7 +27,6 @@ varying vec3 vary_pointlight_col;
uniform mat4 inv_proj;
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).a;

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@@ -5,6 +5,8 @@
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_mat0;
varying vec3 vary_mat1;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $/LicenseInfo$
*/
#version 120
varying vec3 vary_normal;

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
varying vec2 vary_fragcoord;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
@@ -12,7 +14,7 @@ uniform sampler2D specularMap;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
}

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void main()
{

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@@ -5,6 +5,8 @@
* $/LicenseInfo$
*/
#version 120
uniform sampler2DRect diffuseMap;
varying vec2 vary_fragcoord;

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@@ -5,6 +5,9 @@
* $/LicenseInfo$
*/
#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -5,6 +5,8 @@
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;

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@@ -0,0 +1,20 @@
/**
* @file multiPointLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
varying vec4 vary_fragcoord;
void main()
{
//transform vertex
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = pos;
gl_Position = pos;
gl_FrontColor = gl_Color;
}

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -5,6 +5,8 @@
* $License$
*/
#version 120
varying vec4 vary_light;
varying vec4 vary_fragcoord;

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -0,0 +1,24 @@
/**
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor = diff + bloom;
}

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec4 post_pos;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform vec2 screen_res;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
//class 1, no shadow, no SSAO, should never be called

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -13,8 +15,6 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
// Inputs
uniform mat4 shadow_matrix[6];

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec4 vary_light;
varying vec2 vary_fragcoord;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D detail_0;
uniform sampler2D detail_1;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_normal;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_normal;

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@@ -4,8 +4,11 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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@@ -5,6 +5,7 @@
* $License$
*/
#version 120
void main()
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform vec2 glowDelta;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D detail0;
uniform sampler2D detail1;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#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
// 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;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec4 applyWaterFog(vec4 color)
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void main()
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -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);
}

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@@ -5,6 +5,8 @@
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l)
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l)

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform sampler2D diffuseMap;

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@@ -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);

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@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
float calcDirectionalLight(vec3 n, vec3 l);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_lighting();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_shiny_lighting();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -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();
}

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void fullbright_lighting_water();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void shiny_lighting();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void calcAtmospherics(vec3 inPositionEye);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void shiny_lighting_water();

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting();

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@@ -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);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void default_lighting_water();

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@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 atmosLighting(vec3 light)
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 atmosAmbient(vec3 light)
{

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@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
void setPositionEye(vec3 v);

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_PositionEye;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
varying vec3 vary_PositionEye;

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@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
uniform vec4 gamma;

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@@ -4,6 +4,8 @@
* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
vec3 atmosTransport(vec3 light)
{

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@@ -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);

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@@ -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;

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@@ -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)));

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();

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@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
#version 120
#extension GL_ARB_texture_rectangle : enable

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