Catching up with Lindies part 3
This commit is contained in:
@@ -9829,6 +9829,17 @@
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<key>Value</key>
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<integer>1</integer>
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</map>
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<key>RenderCompressTextures</key>
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<map>
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<key>Comment</key>
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<string>Enable texture compression on OpenGL 3.0 and later implementations (EXPERIMENTAL, requires restart)</string>
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<key>Persist</key>
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<integer>1</integer>
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<key>Type</key>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>
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<key>RenderLocalLights</key>
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<map>
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@@ -35,8 +35,6 @@ uniform sampler2DRect depthMap;
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vec4 diffuseLookup(vec2 texcoord);
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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@@ -35,8 +35,6 @@ uniform sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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@@ -34,8 +34,6 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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@@ -41,7 +41,6 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_normal;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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@@ -110,8 +109,7 @@ void main()
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gl_Position = frag_pos;
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vary_position = pos.xyz;
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vary_normal = norm;
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calcAtmospherics(pos.xyz);
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vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
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@@ -48,7 +48,6 @@ 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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VARYING vec4 vertex_color;
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@@ -129,14 +128,11 @@ void main()
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col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
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vary_pointlight_col = col.rgb*diffuse_color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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col.rgb = atmosAmbient(vec3(0.));
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vary_light = light_position[0].xyz;
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vary_ambient = col.rgb*diffuse_color.rgb;
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vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
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@@ -30,12 +30,10 @@ out vec4 frag_color;
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uniform sampler2D diffuseMap;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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void main()
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{
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//frag_color = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
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frag_color = vec4(1,1,1,1);
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}
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@@ -27,11 +27,8 @@ uniform mat4 modelview_matrix;
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uniform mat4 texture_matrix0;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec4 vertex_color;
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mat4 getObjectSkinnedTransform();
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void main()
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@@ -42,8 +39,6 @@ void main()
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mat = modelview_matrix * mat;
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vertex_color = diffuse_color;
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vec4 p = projection_matrix * vec4(pos, 1.0);
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p.z = max(p.z, -p.w+0.01);
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gl_Position = p;
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@@ -120,7 +120,7 @@ void main()
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sc -= 1.0;
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}
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}
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diff /= w;
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}
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@@ -26,7 +26,6 @@
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec2 texcoord0;
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;
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// Output parameters
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VARYING vec4 vary_HazeColor;
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VARYING vec2 vary_texcoord0;
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// Inputs
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uniform vec3 camPosLocal;
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@@ -60,8 +58,7 @@ void main()
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = texcoord0;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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//vec3 P = position.xyz + vec3(0,50,0);
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@@ -146,9 +146,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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//(TERRAIN) limit altitude
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// if (P.y > max_y.x) P *= (max_y.x / P.y);
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// if (P.y < -max_y.x) P *= (-max_y.x / P.y);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 Pn = normalize(P);
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@@ -313,7 +311,7 @@ void main()
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
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max(spec.a-diffuse.a*2.0, 0.0));
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max(spec.a-diffuse.a*2.0, 0.0));
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}
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col = atmosLighting(col);
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@@ -1,336 +0,0 @@
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/**
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* @file softenLightF.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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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect normalMap;
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uniform sampler2DRect depthMap;
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uniform sampler2D lightFunc;
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uniform float blur_size;
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uniform float blur_fidelity;
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// Inputs
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uniform vec4 morphFactor;
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uniform vec3 camPosLocal;
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//uniform vec4 camPosWorld;
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uniform vec4 gamma;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform vec4 haze_horizon;
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uniform vec4 haze_density;
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uniform vec4 cloud_shadow;
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uniform vec4 density_multiplier;
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uniform vec4 distance_multiplier;
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uniform vec4 max_y;
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uniform vec4 glow;
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uniform float scene_light_strength;
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uniform vec3 env_mat[3];
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//uniform mat4 shadow_matrix[3];
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//uniform vec4 shadow_clip;
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uniform mat3 ssao_effect_mat;
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VARYING vec4 vary_light;
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VARYING vec2 vary_fragcoord;
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vec3 vary_PositionEye;
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vec3 vary_SunlitColor;
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vec3 vary_AmblitColor;
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vec3 vary_AdditiveColor;
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vec3 vary_AtmosAttenuation;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec4 getPosition(vec2 pos_screen)
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{ //get position in screen space (world units) given window coordinate and depth map
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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return getPosition_d(pos_screen, depth);
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}
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vec3 getPositionEye()
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{
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return vary_PositionEye;
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}
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vec3 getSunlitColor()
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{
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return vary_SunlitColor;
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}
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vec3 getAmblitColor()
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{
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return vary_AmblitColor;
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}
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vec3 getAdditiveColor()
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{
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return vary_AdditiveColor;
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}
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vec3 getAtmosAttenuation()
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{
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return vary_AtmosAttenuation;
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}
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void setPositionEye(vec3 v)
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{
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vary_PositionEye = v;
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}
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void setSunlitColor(vec3 v)
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{
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vary_SunlitColor = v;
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}
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void setAmblitColor(vec3 v)
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{
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vary_AmblitColor = v;
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}
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void setAdditiveColor(vec3 v)
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{
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vary_AdditiveColor = v;
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}
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void setAtmosAttenuation(vec3 v)
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{
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vary_AtmosAttenuation = v;
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}
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void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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vec3 P = inPositionEye;
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setPositionEye(P);
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//(TERRAIN) limit altitude
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if (P.y > max_y.x) P *= (max_y.x / P.y);
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if (P.y < -max_y.x) P *= (-max_y.x / P.y);
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vec3 tmpLightnorm = lightnorm.xyz;
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec4 temp1 = vec4(0);
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vec3 temp2 = vec3(0);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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//sunlight attenuation effect (hue and brightness) due to atmosphere
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//this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
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//I had thought blue_density and haze_density should have equal weighting,
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//but attenuation due to haze_density tends to seem too strong
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temp1 = blue_density + vec4(haze_density.r);
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blue_weight = blue_density / temp1;
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haze_weight = vec4(haze_density.r) / temp1;
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//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
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temp2.y = max(0.0, tmpLightnorm.y);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// main atmospheric scattering line integral
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temp2.z = Plen * density_multiplier.x;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
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//final atmosphere attenuation factor
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setAtmosAttenuation(temp1.rgb);
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//compute haze glow
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//(can use temp2.x as temp because we haven't used it yet)
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temp2.x = dot(Pn, tmpLightnorm.xyz);
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temp2.x = 1. - temp2.x;
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//temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .03); //was glow.y
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//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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//higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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//glow.z should be negative, so we're doing a sort of (1 / "angle") function
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//add "minimum anti-solar illumination"
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temp2.x += .25;
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//increase ambient when there are more clouds
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vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
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/* decrease value and saturation (that in HSV, not HSL) for occluded areas
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* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
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* // The following line of code performs the equivalent of:
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* float ambAlpha = tmpAmbient.a;
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* float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
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* vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
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* tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
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*/
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tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
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//haze color
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setAdditiveColor(
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vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
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+ (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
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+ tmpAmbient)));
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//brightness of surface both sunlight and ambient
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setSunlitColor(vec3(sunlight * .5));
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setAmblitColor(vec3(tmpAmbient * .25));
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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}
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vec3 atmosLighting(vec3 light)
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{
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor();
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return (2.0 * light);
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}
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vec3 atmosTransport(vec3 light) {
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light *= getAtmosAttenuation().r;
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light += getAdditiveColor() * 2.0;
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return light;
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}
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vec3 atmosGetDiffuseSunlightColor()
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{
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return getSunlitColor();
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}
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vec3 scaleDownLight(vec3 light)
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{
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return (light / scene_light_strength );
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}
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vec3 scaleUpLight(vec3 light)
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{
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return (light * scene_light_strength);
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}
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vec3 atmosAmbient(vec3 light)
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{
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return getAmblitColor() + light / 2.0;
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}
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vec3 atmosAffectDirectionalLight(float lightIntensity)
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{
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return getSunlitColor() * lightIntensity;
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}
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vec3 scaleSoftClip(vec3 light)
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{
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//soft clip effect:
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light = 1. - clamp(light, vec3(0.), vec3(1.));
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light = 1. - pow(light, gamma.xxx);
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return light;
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}
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = texture2DRect(depthMap, tc.xy).a;
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vec3 pos = getPosition_d(tc, depth).xyz;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
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float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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calcAtmospherics(pos.xyz, 1.0);
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vec3 col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
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col *= diffuse.rgb;
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if (spec.a > 0.0) // specular reflection
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{
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// the old infinite-sky shiny reflection
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
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/*
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// screen-space cheap fakey reflection map
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//
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vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
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depth -= 0.5; // unbias depth
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// first figure out where we'll make our 2D guess from
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vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
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// Offset the guess source a little according to a trivial
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// checkerboard dither function and spec.a.
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// This is meant to be similar to sampling a blurred version
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// of the diffuse map. LOD would be better in that regard.
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// The goal of the blur is to soften reflections in surfaces
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// with low shinyness, and also to disguise our lameness.
|
||||
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
|
||||
float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
|
||||
ref2d += vec2(checkoffset, checkoffset);
|
||||
ref2d += tc.xy; // use as offset from destination
|
||||
// Get attributes from the 2D guess point.
|
||||
// We average two samples of diffuse (not of anything else) per
|
||||
// pixel to try to reduce aliasing some more.
|
||||
vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
|
||||
texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
|
||||
float refdepth = texture2DRect(depthMap, ref2d).a;
|
||||
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
|
||||
vec3 refn = texture2DRect(normalMap, ref2d).rgb;
|
||||
refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
|
||||
// figure out how appropriate our guess actually was
|
||||
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
|
||||
// darken reflections from points which face away from the reflected ray - our guess was a back-face
|
||||
//refapprop *= step(dot(refnorm, refn), 0.0);
|
||||
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
|
||||
// get appropriate light strength for guess-point.
|
||||
// reflect light direction to increase the illusion that
|
||||
// these are reflections.
|
||||
vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
|
||||
float reflit = max(dot(refn, reflight.xyz), 0.0);
|
||||
// apply sun color to guess-point, dampen according to inappropriateness of guess
|
||||
float refmod = min(refapprop, reflit);
|
||||
vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
|
||||
vec3 ssshiny = (refprod * spec.a);
|
||||
ssshiny *= 0.3; // dampen it even more
|
||||
*/
|
||||
vec3 ssshiny = vec3(0,0,0);
|
||||
|
||||
// add the two types of shiny together
|
||||
col += (ssshiny + dumbshiny) * spec.rgb;
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
col = scaleSoftClip(col);
|
||||
|
||||
gl_FragColor.rgb = col;
|
||||
gl_FragColor.a = 0.0;
|
||||
}
|
||||
@@ -39,8 +39,6 @@ uniform sampler2D noiseMap;
|
||||
|
||||
|
||||
// Inputs
|
||||
uniform mat4 shadow_matrix[6];
|
||||
uniform vec4 shadow_clip;
|
||||
uniform float ssao_radius;
|
||||
uniform float ssao_max_radius;
|
||||
uniform float ssao_factor;
|
||||
@@ -51,9 +49,6 @@ VARYING vec2 vary_fragcoord;
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform float shadow_bias;
|
||||
uniform float shadow_offset;
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
|
||||
@@ -37,21 +37,24 @@ VARYING vec4 vary_texcoord1;
|
||||
VARYING vec4 vary_texcoord2;
|
||||
VARYING vec4 vary_texcoord3;
|
||||
|
||||
vec4 kern = vec4(.25,.5,.8,1.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
col += kern.x * texture2D(diffuseMap, vary_texcoord0.xy);
|
||||
col += kern.y * texture2D(diffuseMap, vary_texcoord1.xy);
|
||||
col += kern.z * texture2D(diffuseMap, vary_texcoord2.xy);
|
||||
col += kern.w * texture2D(diffuseMap, vary_texcoord3.xy);
|
||||
col += kern.w * texture2D(diffuseMap, vary_texcoord0.zw);
|
||||
col += kern.z * texture2D(diffuseMap, vary_texcoord1.zw);
|
||||
col += kern.y * texture2D(diffuseMap, vary_texcoord2.zw);
|
||||
col += kern.x * texture2D(diffuseMap, vary_texcoord3.zw);
|
||||
// ATI compiler falls down on array initialization.
|
||||
float kern[8];
|
||||
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
|
||||
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
|
||||
|
||||
col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
|
||||
col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
|
||||
col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
|
||||
col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
|
||||
col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
|
||||
col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
|
||||
col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
|
||||
col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
|
||||
|
||||
frag_color = vec4(col.rgb * glowStrength, col.a);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,26 @@
|
||||
/**
|
||||
* @file waterFogF.glsl
|
||||
*
|
||||
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
||||
* $License$
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
|
||||
@@ -32,7 +50,7 @@ vec4 applyWaterFog(vec4 color)
|
||||
float depth = length(getPositionEye() - int_v);
|
||||
|
||||
//get "thickness" of water
|
||||
float l = min(max(depth, 0.1),50.0);
|
||||
float l = max(depth, 0.1);
|
||||
|
||||
float kd = waterFogDensity;
|
||||
float ks = waterFogKS;
|
||||
|
||||
@@ -80,7 +80,7 @@ void main()
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
float shadow = 1.0;
|
||||
float shadow = 0.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
vec4 spos = pos;
|
||||
@@ -89,31 +89,65 @@ void main()
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
}
|
||||
else
|
||||
{
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec4 diff = diffuseLookup(vary_texcoord0.xy);
|
||||
|
||||
@@ -93,7 +93,7 @@ void main()
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
float shadow = 1.0;
|
||||
float shadow = 0.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
vec4 spos = pos;
|
||||
@@ -102,33 +102,68 @@ void main()
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
||||
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
|
||||
|
||||
@@ -92,7 +92,7 @@ void main()
|
||||
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
|
||||
frag *= screen_res;
|
||||
|
||||
float shadow = 1.0;
|
||||
float shadow = 0.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
vec4 spos = pos;
|
||||
@@ -101,31 +101,65 @@ void main()
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
}
|
||||
else
|
||||
{
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
||||
@@ -319,7 +319,7 @@ void main()
|
||||
//add environmentmap
|
||||
vec3 env_vec = env_mat * refnormpersp;
|
||||
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
|
||||
max(spec.a-diffuse.a*2.0, 0.0));
|
||||
max(spec.a-diffuse.a*2.0, 0.0));
|
||||
}
|
||||
|
||||
col = atmosLighting(col);
|
||||
|
||||
@@ -135,7 +135,7 @@ void main()
|
||||
return;
|
||||
}*/
|
||||
|
||||
float shadow = 1.0;
|
||||
float shadow = 0.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
@@ -154,32 +154,62 @@ void main()
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
|
||||
@@ -196,7 +196,7 @@ void main()
|
||||
return;
|
||||
}*/
|
||||
|
||||
float shadow = 1.0;
|
||||
float shadow = 0.0;
|
||||
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
|
||||
|
||||
vec3 shadow_pos = pos.xyz + displace*norm;
|
||||
@@ -214,33 +214,63 @@ void main()
|
||||
else
|
||||
{
|
||||
vec4 lpos;
|
||||
|
||||
if (spos.z < -shadow_clip.z)
|
||||
|
||||
vec4 near_split = shadow_clip*-0.75;
|
||||
vec4 far_split = shadow_clip*-1.25;
|
||||
vec4 transition_domain = near_split-far_split;
|
||||
float weight = 0.0;
|
||||
|
||||
if (spos.z < near_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[3]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap3, lpos, 0.25);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
else if (spos.z < -shadow_clip.y)
|
||||
|
||||
if (spos.z < near_split.y && spos.z > far_split.z)
|
||||
{
|
||||
lpos = shadow_matrix[2]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap2, lpos, 0.5);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else if (spos.z < -shadow_clip.x)
|
||||
|
||||
if (spos.z < near_split.x && spos.z > far_split.y)
|
||||
{
|
||||
lpos = shadow_matrix[1]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap1, lpos, 0.75);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
weight += w;
|
||||
}
|
||||
else
|
||||
|
||||
if (spos.z > far_split.x)
|
||||
{
|
||||
lpos = shadow_matrix[0]*spos;
|
||||
lpos.xy *= shadow_res;
|
||||
shadow = pcfShadow(shadowMap0, lpos, 1.0);
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
shadow /= weight;
|
||||
|
||||
// take the most-shadowed value out of these two:
|
||||
// * the blurred sun shadow in the light (shadow) map
|
||||
// * an unblurred dot product between the sun and this norm
|
||||
|
||||
@@ -85,7 +85,6 @@ void main()
|
||||
vec4 sunlight = sunlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
|
||||
|
||||
@@ -481,6 +481,7 @@ static void settings_to_globals()
|
||||
|
||||
LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile");
|
||||
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
|
||||
LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures");
|
||||
LLVOVolume::sLODFactor = gSavedSettings.getF32("RenderVolumeLODFactor");
|
||||
LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
|
||||
LLVolumeImplFlexible::sUpdateFactor = gSavedSettings.getF32("RenderFlexTimeFactor");
|
||||
@@ -500,7 +501,7 @@ static void settings_to_globals()
|
||||
gAgentPilot.mNumRuns = gSavedSettings.getS32("StatsNumRuns");
|
||||
gAgentPilot.mQuitAfterRuns = gSavedSettings.getBOOL("StatsQuitAfterRuns");
|
||||
gAgent.setHideGroupTitle(gSavedSettings.getBOOL("RenderHideGroupTitle"));
|
||||
|
||||
|
||||
gDebugWindowProc = gSavedSettings.getBOOL("DebugWindowProc");
|
||||
gAllowIdleAFK = gSavedSettings.getBOOL("AllowIdleAFK");
|
||||
gAllowTapTapHoldRun = gSavedSettings.getBOOL("AllowTapTapHoldRun");
|
||||
|
||||
@@ -1155,6 +1155,8 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
|
||||
return;
|
||||
}
|
||||
|
||||
llassert(LLPipeline::sImpostorRender || !avatarp->isVisuallyMuted());
|
||||
|
||||
/*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
|
||||
{
|
||||
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
|
||||
|
||||
@@ -1342,7 +1342,6 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
|
||||
// immediately assign bump to a global smart pointer in case some local smart pointer
|
||||
// accidentally releases it.
|
||||
LLPointer<LLViewerTexture> bump = LLViewerTextureManager::getLocalTexture( TRUE );
|
||||
|
||||
|
||||
if (!LLPipeline::sRenderDeferred)
|
||||
{
|
||||
@@ -1352,6 +1351,10 @@ void LLBumpImageList::onSourceLoaded( BOOL success, LLViewerTexture *src_vi, LLI
|
||||
}
|
||||
else
|
||||
{ //convert to normal map
|
||||
|
||||
//disable compression on normal maps to prevent errors below
|
||||
bump->getGLTexture()->setAllowCompression(false);
|
||||
|
||||
{
|
||||
LLFastTimer t(FTM_BUMP_SOURCE_CREATE);
|
||||
bump->setExplicitFormat(GL_RGBA8, GL_ALPHA);
|
||||
|
||||
@@ -1100,6 +1100,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
if (success)
|
||||
{
|
||||
std::string fragment;
|
||||
std::string vertex = "deferred/sunLightV.glsl";
|
||||
|
||||
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
|
||||
{
|
||||
@@ -1108,11 +1109,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
else
|
||||
{
|
||||
fragment = "deferred/sunLightF.glsl";
|
||||
if (mVertexShaderLevel[SHADER_DEFERRED] == 1)
|
||||
{ //no shadows, no SSAO, no frag coord
|
||||
vertex = "deferred/sunLightNoFragCoordV.glsl";
|
||||
}
|
||||
}
|
||||
|
||||
gDeferredSunProgram.mName = "Deferred Sun Shader";
|
||||
gDeferredSunProgram.mShaderFiles.clear();
|
||||
gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredSunProgram.createShader(NULL, NULL);
|
||||
@@ -1296,7 +1301,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
|
||||
@@ -1320,7 +1325,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
{
|
||||
gDeferredPostProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostProgram.mShaderFiles.clear();
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostProgram.createShader(NULL, NULL);
|
||||
@@ -1330,7 +1335,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
{
|
||||
gDeferredCoFProgram.mName = "Deferred CoF Shader";
|
||||
gDeferredCoFProgram.mShaderFiles.clear();
|
||||
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredCoFProgram.createShader(NULL, NULL);
|
||||
@@ -1340,7 +1345,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
{
|
||||
gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
|
||||
gDeferredDoFCombineProgram.mShaderFiles.clear();
|
||||
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
|
||||
@@ -1350,7 +1355,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
||||
{
|
||||
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.clear();
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
|
||||
|
||||
@@ -3357,10 +3357,14 @@ LLViewerMediaTexture::LLViewerMediaTexture(const LLUUID& id, BOOL usemipmaps, LL
|
||||
sMediaMap.insert(std::make_pair(id, this));
|
||||
|
||||
mGLTexturep = gl_image ;
|
||||
|
||||
if(mGLTexturep.isNull())
|
||||
{
|
||||
generateGLTexture() ;
|
||||
}
|
||||
|
||||
mGLTexturep->setAllowCompression(false);
|
||||
|
||||
mGLTexturep->setNeedsAlphaAndPickMask(FALSE) ;
|
||||
|
||||
mIsPlaying = FALSE ;
|
||||
|
||||
@@ -273,6 +273,9 @@ protected:
|
||||
void reorganizeVolumeList() ;
|
||||
void setTexelsPerImage();
|
||||
private:
|
||||
friend class LLBumpImageList;
|
||||
friend class LLUIImageList;
|
||||
|
||||
//note: do not make this function public.
|
||||
/*virtual*/ LLImageGL* getGLTexture() const ;
|
||||
virtual void switchToCachedImage();
|
||||
|
||||
@@ -1455,6 +1455,9 @@ LLUIImagePtr LLUIImageList::loadUIImage(LLViewerFetchedTexture* imagep, const st
|
||||
|
||||
imagep->setAddressMode(LLTexUnit::TAM_CLAMP);
|
||||
|
||||
//don't compress UI images
|
||||
imagep->getGLTexture()->setAllowCompression(false);
|
||||
|
||||
//all UI images are non-deletable
|
||||
imagep->setNoDelete();
|
||||
|
||||
|
||||
@@ -512,7 +512,10 @@ public:
|
||||
|
||||
}
|
||||
|
||||
addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024)));
|
||||
addText(xpos, ypos, llformat("%d MB Index Data (%d MB Pooled, %d KIndices)", LLVertexBuffer::sAllocatedIndexBytes/(1024*1024), LLVBOPool::sIndexBytesPooled/(1024*1024), LLVertexBuffer::sIndexCount/1024));
|
||||
ypos += y_inc;
|
||||
|
||||
addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled, %d KVerts)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024), LLVertexBuffer::sVertexCount/1024));
|
||||
ypos += y_inc;
|
||||
|
||||
addText(xpos, ypos, llformat("%d Vertex Buffers", LLVertexBuffer::sGLCount));
|
||||
|
||||
@@ -4058,7 +4058,7 @@ void LLVOAvatar::slamPosition()
|
||||
mRoot.updateWorldMatrixChildren();
|
||||
}
|
||||
|
||||
bool LLVOAvatar::isVisuallyMuted()
|
||||
bool LLVOAvatar::isVisuallyMuted() const
|
||||
{
|
||||
if(isSelf())return false;
|
||||
static LLCachedControl<U32> max_attachment_bytes(gSavedSettings, "RenderAutoMuteByteLimit");
|
||||
@@ -4137,7 +4137,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
|
||||
// the rest should only be done occasionally for far away avatars
|
||||
//--------------------------------------------------------------------
|
||||
|
||||
if (visible && !isSelf() && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate && !sFreezeCounter)
|
||||
if (visible && (!isSelf() || isVisuallyMuted()) && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate && !sFreezeCounter)
|
||||
{
|
||||
const LLVector4a* ext = mDrawable->getSpatialExtents();
|
||||
LLVector4a size;
|
||||
@@ -4177,6 +4177,11 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
|
||||
|
||||
visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
mUpdatePeriod = 1;
|
||||
}
|
||||
|
||||
|
||||
// don't early out for your own avatar, as we rely on your animations playing reliably
|
||||
// for example, the "turn around" animation when entering customize avatar needs to trigger
|
||||
@@ -5777,7 +5782,7 @@ S32 LLVOAvatar::getCollisionVolumeID(std::string &name)
|
||||
//-----------------------------------------------------------------------------
|
||||
// getID()
|
||||
//-----------------------------------------------------------------------------
|
||||
const LLUUID& LLVOAvatar::getID()
|
||||
const LLUUID& LLVOAvatar::getID() const
|
||||
{
|
||||
return mID;
|
||||
}
|
||||
@@ -10407,7 +10412,7 @@ void LLVOAvatar::updateImpostors()
|
||||
|
||||
BOOL LLVOAvatar::isImpostor() const
|
||||
{
|
||||
return (sUseImpostors && mUpdatePeriod >= IMPOSTOR_PERIOD) ? TRUE : FALSE;
|
||||
return (isVisuallyMuted() || (sUseImpostors && mUpdatePeriod >= IMPOSTOR_PERIOD)) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -187,7 +187,7 @@ public:
|
||||
void resetJointPositionsToDefault( void );
|
||||
void resetSpecificJointPosition( const std::string& name );
|
||||
virtual const char* getAnimationPrefix() { return "avatar"; }
|
||||
virtual const LLUUID& getID();
|
||||
virtual const LLUUID& getID() const;
|
||||
virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset);
|
||||
virtual LLJoint* findCollisionVolume(U32 volume_id);
|
||||
virtual S32 getCollisionVolumeID(std::string &name);
|
||||
@@ -382,7 +382,7 @@ public:
|
||||
// Graphical stuff for objects - maybe broken out into render class later?
|
||||
U32 renderFootShadows();
|
||||
U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0);
|
||||
bool isVisuallyMuted();
|
||||
bool isVisuallyMuted() const;
|
||||
|
||||
U32 renderRigid();
|
||||
U32 renderSkinned(EAvatarRenderPass pass);
|
||||
|
||||
@@ -677,6 +677,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
|
||||
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
// Set this flag in case we crash while resizing window or allocating space for deferred rendering targets
|
||||
gSavedSettings.setBOOL("RenderInitError", TRUE);
|
||||
gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
|
||||
|
||||
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
|
||||
BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
|
||||
BOOL RenderDepthOfField = gSavedSettings.getBOOL("RenderDepthOfField");
|
||||
@@ -743,6 +747,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
|
||||
mShadow[i].release();
|
||||
}
|
||||
}
|
||||
|
||||
// don't disable shaders on next session
|
||||
gSavedSettings.setBOOL("RenderInitError", FALSE);
|
||||
gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -929,7 +937,7 @@ void LLPipeline::createGLBuffers()
|
||||
LLImageGL::generateTextures(1, &mNoiseMap);
|
||||
|
||||
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise, false);
|
||||
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
@@ -944,7 +952,7 @@ void LLPipeline::createGLBuffers()
|
||||
|
||||
LLImageGL::generateTextures(1, &mTrueNoiseMap);
|
||||
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise, false);
|
||||
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
|
||||
}
|
||||
|
||||
@@ -981,7 +989,7 @@ void LLPipeline::createGLBuffers()
|
||||
|
||||
LLImageGL::generateTextures(1, &mLightFunc);
|
||||
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg);
|
||||
LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_R8, lightResX, lightResY, GL_RED, GL_UNSIGNED_BYTE, lg, false);
|
||||
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
||||
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
|
||||
|
||||
@@ -8654,16 +8662,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
|
||||
|
||||
da = powf(da, split_exp.mV[2]);
|
||||
|
||||
|
||||
F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
|
||||
|
||||
|
||||
|
||||
for (U32 i = 0; i < 4; ++i)
|
||||
{
|
||||
F32 x = (F32)(i+1)/4.f;
|
||||
x = powf(x, sxp);
|
||||
mSunClipPlanes.mV[i] = near_clip+range*x;
|
||||
}
|
||||
|
||||
mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding
|
||||
}
|
||||
|
||||
// convenience array of 4 near clip plane distances
|
||||
@@ -8719,8 +8727,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
|
||||
delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
|
||||
delta.normVec();
|
||||
F32 dp = delta*pn;
|
||||
frust[i] = eye + (delta*dist[j]*0.95f)/dp;
|
||||
frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
|
||||
frust[i] = eye + (delta*dist[j]*0.75f)/dp;
|
||||
frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp;
|
||||
}
|
||||
|
||||
shadow_cam.calcAgentFrustumPlanes(frust);
|
||||
|
||||
Reference in New Issue
Block a user