Fix deferred on mac. VBO cleanup. https://bitbucket.org/VirLinden/viewer-development-shining-fixes/changeset/853c76596bdb
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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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