Imported existing code
This commit is contained in:
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/**
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* @file lightF.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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uniform sampler2D diffuseMap;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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void default_lighting()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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/**
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* @file lightFullbrightF.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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uniform sampler2D diffuseMap;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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void fullbright_lighting()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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/**
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* @file lightFullbrightShinyF.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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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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void fullbright_shiny_lighting()
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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 = color;
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}
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/**
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* @file lightFullbrightWaterF.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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uniform sampler2D diffuseMap;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void fullbright_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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color.rgb = fullbrightAtmosTransport(color.rgb);
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gl_FragColor = applyWaterFog(color);
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}
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/**
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* @file lightShinyF.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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uniform sampler2D diffuseMap;
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uniform samplerCube environmentMap;
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vec3 scaleSoftClip(vec3 light);
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void shiny_lighting()
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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 = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.a = max(color.a, gl_Color.a);
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gl_FragColor = color;
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}
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/**
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* @file lightShinyWaterF.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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uniform sampler2D diffuseMap;
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uniform samplerCube environmentMap;
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void 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 = atmosLighting(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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/**
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* @file lightSpecularV.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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// All lights, no specular highlights
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vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
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vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
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{
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return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
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}
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/**
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* @file lightV.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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// All lights, no specular highlights
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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return sumLights(pos, norm, color, baseLight);
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}
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/**
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* @file lightWaterF.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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uniform sampler2D diffuseMap;
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vec3 atmosLighting(vec3 light);
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vec4 applyWaterFog(vec4 color);
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void default_lighting_water()
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{
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
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color.rgb = atmosLighting(color.rgb);
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gl_FragColor = applyWaterFog(color);
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}
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/**
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* @file sumLightsV.glsl
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*
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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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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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 atmosGetDiffuseSunlightColor();
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vec3 scaleDownLight(vec3 light);
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vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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vec3 view = normalize(pos);
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/// collect all the specular values from each calcXXXLightSpecular() function
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vec4 specularSum = vec4(0.0);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
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col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
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//col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseCol.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
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col.rgb += specularColor.rgb;
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return col;
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}
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/**
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* @file sumLightsV.glsl
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*
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* Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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{
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vec4 col = vec4(0.0, 0.0, 0.0, color.a);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation);
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col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation);
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//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation);
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col.rgb = scaleDownLight(col.rgb);
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// Add windlight lights
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col.rgb += atmosAmbient(baseLight.rgb);
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col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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}
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