Fix deferred on mac. VBO cleanup. https://bitbucket.org/VirLinden/viewer-development-shining-fixes/changeset/853c76596bdb
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@@ -37,8 +37,6 @@ float calcDirectionalLight(vec3 n, vec3 l);
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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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vec3 scaleUpLight(vec3 light);
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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@@ -57,23 +55,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -81,7 +85,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@@ -64,23 +64,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -88,7 +94,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@@ -59,23 +59,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -83,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@@ -57,7 +57,7 @@ float getDepth(vec2 pos_screen)
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float calc_cof(float depth)
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{
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float sc = abs(depth-focal_distance)/-depth*blur_constant;
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float sc = (depth-focal_distance)/-depth*blur_constant;
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sc /= magnification;
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@@ -79,9 +79,10 @@ void main()
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vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
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float sc = calc_cof(depth);
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sc = min(abs(sc), max_cof);
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sc = min(sc, max_cof);
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sc = max(sc, -max_cof);
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vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
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gl_FragColor.rgb = diff.rgb + bloom.rgb;
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gl_FragColor.a = sc/max_cof;
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gl_FragColor.a = sc/max_cof*0.5+0.5;
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}
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@@ -48,7 +48,7 @@ void main()
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vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
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float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
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float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
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if (a > 0.25 && a < 0.75)
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{ //help out the transition a bit
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@@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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{
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vec4 s = texture2DRect(diffuseRect, tc);
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float sc = s.a*max_cof;
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float sc = abs(s.a*2.0-1.0)*max_cof;
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if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
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{
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@@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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}
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}
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void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
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{
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vec4 s = texture2DRect(diffuseRect, tc);
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float wg = 0.25;
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// de-weight dull areas to make highlights 'pop'
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wg += s.r+s.g+s.b;
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diff += wg*s;
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w += wg;
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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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@@ -66,12 +80,30 @@ void main()
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{
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float w = 1.0;
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float sc = diff.a*max_cof;
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float sc = (diff.a*2.0-1.0)*max_cof;
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float PI = 3.14159265358979323846264;
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// sample quite uniformly spaced points within a circle, for a circular 'bokeh'
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if (sc > 0.5)
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{
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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for (int i=0; i<its; ++i)
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{
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float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
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float samp_x = sc*sin(ang);
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float samp_y = sc*cos(ang);
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// you could test sample coords against an interesting non-circular aperture shape here, if desired.
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dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
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}
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sc -= 1.0;
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}
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}
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else if (sc < -0.5)
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{
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sc = abs(sc);
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while (sc > 0.5)
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{
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int its = int(max(1.0,(sc*3.7)));
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@@ -39,6 +39,8 @@ float calcDirectionalLight(vec3 n, vec3 l);
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mat4 getObjectSkinnedTransform();
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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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vec3 scaleUpLight(vec3 light);
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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@@ -59,23 +61,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -83,7 +91,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@@ -63,23 +63,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -87,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@@ -60,23 +60,29 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@@ -84,7 +90,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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