Mats.
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@@ -32,6 +32,7 @@ out vec4 frag_color;
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//class 1 -- no shadows
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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@@ -40,6 +41,7 @@ uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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uniform sampler2D lightFunc;
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uniform mat4 proj_mat; //screen space to light space
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uniform float proj_near; //near clip for projection
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@@ -66,9 +68,64 @@ uniform vec2 screen_res;
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uniform mat4 inv_proj;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal (vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec3 srgb_to_linear(vec3 cs)
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{
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vec3 low_range = cs / vec3(12.92);
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vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
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bvec3 lte = lessThanEqual(cs,vec3(0.04045));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lte.r ? low_range.r : high_range.r;
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result.g = lte.g ? low_range.g : high_range.g;
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result.b = lte.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lte);
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#endif
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = tc-vec2(0.5);
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@@ -84,6 +141,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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@@ -101,6 +159,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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ret.rgb = srgb_to_linear(ret.rgb);
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vec2 dist = tc-vec2(0.5);
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@@ -125,20 +184,6 @@ vec4 getPosition(vec2 pos_screen)
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return pos;
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}
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vec3 unpack(vec2 tc)
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{
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//#define PACK_NORMALS
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#ifdef PACK_NORMALS
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vec2 enc = texture2DRect(normalMap, tc).xy;
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enc = enc*4.0-2.0;
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float prod = dot(enc,enc);
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return vec3(enc*sqrt(1.0-prod*.25),1.0-prod*.5);
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#else
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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return norm*2.0-1.0;
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#endif
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}
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void main()
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{
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vec4 frag = vary_fragcoord;
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@@ -148,16 +193,19 @@ void main()
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = center.xyz-pos.xyz;
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float dist2 = dot(lv,lv);
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dist2 /= size;
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if (dist2 > 1.0)
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float dist = length(lv);
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dist /= size;
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if (dist > 1.0)
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{
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discard;
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}
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vec3 norm = unpack(frag.xy); // unpack norm
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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float envIntensity = norm.z;
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norm = decode_normal(norm.xy);
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//norm = normalize(norm); // may be superfluous
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norm = normalize(norm);
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float l_dist = -dot(lv, proj_n);
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vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
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@@ -169,7 +217,10 @@ void main()
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proj_tc.xyz /= proj_tc.w;
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float fa = falloff+1.0;
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float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
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float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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if (dist_atten <= 0.0)
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{
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discard;
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@@ -182,7 +233,8 @@ void main()
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vec3 col = vec3(0,0,0);
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vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
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vec3 dlit = vec3(0, 0, 0);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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@@ -200,14 +252,13 @@ void main()
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vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
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vec3 lcol = color.rgb * plcol.rgb * plcol.a;
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dlit = color.rgb * plcol.rgb * plcol.a;
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lit = da * dist_atten * noise;
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col = lcol*lit*diff_tex;
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col = dlit*lit*diff_tex;
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amb_da += (da*0.5)*proj_ambiance;
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}
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//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
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@@ -216,13 +267,38 @@ void main()
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amb_da *= dist_atten * noise;
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amb_da = min(amb_da, 1.0-lit);
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col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
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}
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vec4 spec = texture2DRect(specularRect, frag.xy);
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if (spec.a > 0.0)
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{
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dlit *= min(da*6.0, 1.0) * dist_atten;
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vec3 npos = -normalize(pos);
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//vec3 ref = dot(pos+lv, norm);
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vec3 h = normalize(lv+npos);
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float nh = dot(norm, h);
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float nv = dot(norm, npos);
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float vh = dot(npos, h);
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float sa = nh;
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float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
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float gtdenom = 2 * nh;
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float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
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if (nh > 0.0)
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{
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float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
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col += dlit*scol*spec.rgb;
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//col += spec.rgb;
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}
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}
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if (envIntensity > 0.0)
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{
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vec3 ref = reflect(normalize(pos), norm);
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@@ -235,12 +311,10 @@ void main()
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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stc /= stc.w;
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if (stc.z > 0.0)
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{
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stc.xy /= stc.w;
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float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
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float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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@@ -249,8 +323,7 @@ void main()
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
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col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
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col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*spec.rgb;
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}
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}
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}
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