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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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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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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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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@@ -26,7 +28,6 @@ varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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uniform float shadow_bias;
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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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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@@ -19,7 +21,6 @@ varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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uniform float near_clip;
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@@ -67,17 +68,16 @@ void main()
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
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vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
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// Collect normal lights
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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vary_pointlight_col = col.rgb*gl_Color.rgb;
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col.rgb = vec3(0,0,0);
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@@ -85,8 +85,6 @@ void main()
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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vary_light = gl_LightSource[0].position.xyz;
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vary_ambient = col.rgb*gl_Color.rgb;
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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 @@
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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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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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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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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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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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#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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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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#extension GL_ARB_texture_rectangle : enable
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@@ -17,9 +19,6 @@ uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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// Inputs
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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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@@ -19,8 +21,6 @@ uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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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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uniform vec4 shadow_clip;
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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 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 vec2 texelSize;
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uniform vec2 blurDirection;
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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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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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(void)
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{
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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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect RenderTexture;
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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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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 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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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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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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#version 120
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uniform vec4 lightnorm;
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uniform vec4 waterPlane;
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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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uniform sampler2D diffuseMap;
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uniform samplerCube environmentMap;
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@@ -0,0 +1,31 @@
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/**
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* @file lightFullbrightShinyWaterF.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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#version 120
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uniform sampler2D diffuseMap;
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uniform samplerCube environmentMap;
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vec3 fullbrightShinyAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void fullbright_shiny_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
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color.rgb *= gl_Color.rgb;
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vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
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color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
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color.rgb = fullbrightShinyAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.a = max(color.a, gl_Color.a);
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gl_FragColor = applyWaterFog(color);
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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 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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uniform samplerCube environmentMap;
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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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// All lights, no specular highlights
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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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// All lights, no specular highlights
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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) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
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vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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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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@@ -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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// The fragment shader for the terrain atmospherics
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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// Output variables
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vec3 getSunlitColor();
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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// varying param funcs
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void setSunlitColor(vec3 v);
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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_PositionEye;
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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_PositionEye;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, 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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// The fragment shader for the sky
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, 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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// The vertex shader for creating the atmospheric sky
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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 vec4 gamma;
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, 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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// The fragment shader for the sky
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@@ -4,6 +4,8 @@
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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||||
|
||||
@@ -4,6 +4,8 @@
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
//////////////////////////////////////////////////////////
|
||||
// The fragment shader for the terrain atmospherics
|
||||
|
||||
Reference in New Issue
Block a user