Fixies, missed files
This commit is contained in:
@@ -234,11 +234,11 @@ if (DARWIN)
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# NOTE: it's critical that the optimization flag is put in front.
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# NOTE: it's critical that the optimization flag is put in front.
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# NOTE: it's critical to have both CXX_FLAGS and C_FLAGS covered.
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# NOTE: it's critical to have both CXX_FLAGS and C_FLAGS covered.
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set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -03 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -03 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3 -msse3 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_CXX_FLAGS_RELEASESSE2 "${CMAKE_CXX_FLAGS_RELEASESSE2} -O3 -msse2 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_CXX_FLAGS_RELEASESSE2 "${CMAKE_CXX_FLAGS_RELEASESSE2} -O3 -msse2 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELEASESSE2 "${CMAKE_C_FLAGS_RELEASESSE2} -03 -msse2 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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set(CMAKE_C_FLAGS_RELEASESSE2 "${CMAKE_C_FLAGS_RELEASESSE2} -O3 -msse2 -mtune=generic -mfpmath=sse ${GCC_EXTRA_OPTIMIZATIONS}")
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endif (DARWIN)
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endif (DARWIN)
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@@ -620,11 +620,8 @@ bool LLGLManager::initGL()
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#endif // LL_WINDOWS
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#endif // LL_WINDOWS
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#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
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#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
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// release 7277 is a point at which we verify that ATI OpenGL
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// count any pre OpenGL 3.0 implementation as an old driver
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// drivers get pretty stable with SL, ~Catalyst 8.2,
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if (mGLVersion < 3.f)
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// for both Win32 and Linux.
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if (mDriverVersionRelease < 7277 &&
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mDriverVersionRelease != 0) // 0 == Undetectable driver version - these get to pretend to be new ATI drivers, though that decision may be revisited.
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{
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{
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mATIOldDriver = TRUE;
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mATIOldDriver = TRUE;
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}
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}
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@@ -0,0 +1,148 @@
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/**
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* @file avatarAlphaNoColorV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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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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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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uniform float near_clip;
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uniform vec4 color;
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uniform vec4 light_position[8];
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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 = 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 = normalize(lv);
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//distance attenuation
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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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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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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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}
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void main()
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{
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vary_texcoord0 = texcoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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vec4 pos_in = vec4(position.xyz, 1.0);
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pos.x = dot(trans[0], pos_in);
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pos.y = dot(trans[1], pos_in);
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pos.z = dot(trans[2], pos_in);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, normal);
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norm.y = dot(trans[1].xyz, normal);
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norm.z = dot(trans[2].xyz, normal);
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norm = normalize(norm);
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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vary_position = pos.xyz;
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calcAtmospherics(pos.xyz);
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vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
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// Collect normal lights
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
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col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
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col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
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col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
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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*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_ambient = col.rgb*color.rgb;
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vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
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col.rgb = col.rgb * color.rgb;
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vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
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}
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@@ -0,0 +1,48 @@
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/**
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* @file avatarEyesV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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VARYING vec3 vary_normal;
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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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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vary_normal = normalize(normal_matrix * normal);
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vertex_color = diffuse_color;
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}
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@@ -0,0 +1,40 @@
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/**
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* @file postDeferredV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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{
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//transform vertex
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vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
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gl_Position = pos;
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vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
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}
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@@ -0,0 +1,37 @@
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/**
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* @file sunLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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|
* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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|
* Lesser General Public License for more details.
|
||||||
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*
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|
* You should have received a copy of the GNU Lesser General Public
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||||||
|
* License along with this library; if not, write to the Free Software
|
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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uniform vec2 screen_res;
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void main()
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{
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//transform vertex
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vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
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gl_Position = pos;
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}
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@@ -223,6 +223,7 @@ ATI Radeon X800 .*ATI.*Radeon ?X8.* 2 1
|
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ATI Radeon X900 .*ATI.*Radeon ?X9.* 2 1
|
ATI Radeon X900 .*ATI.*Radeon ?X9.* 2 1
|
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ATI Radeon Xpress .*ATI.*Radeon Xpress.* 0 1
|
ATI Radeon Xpress .*ATI.*Radeon Xpress.* 0 1
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ATI Rage 128 .*ATI.*Rage 128.* 0 1
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ATI Rage 128 .*ATI.*Rage 128.* 0 1
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ATI R300 (9700) .*R300.* 1 1
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ATI R350 (9800) .*R350.* 1 1
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ATI R350 (9800) .*R350.* 1 1
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ATI R580 (X1900) .*R580.* 3 1
|
ATI R580 (X1900) .*R580.* 3 1
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ATI RC410 (Xpress 200) .*RC410.* 0 0
|
ATI RC410 (Xpress 200) .*RC410.* 0 0
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Reference in New Issue
Block a user