Massive deferred update...
Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
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@@ -35,22 +35,27 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float dist2 = d*d/(la*la);
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float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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float da = 0.0;
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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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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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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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return da;
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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 *= calcDirectionalLight(n, lv);
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}
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return da;
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}
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void main()
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@@ -71,7 +71,7 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
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vec4 getPosition(vec2 pos_screen)
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{ //get position in screen space (world units) given window coordinate and depth map
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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return getPosition_d(pos_screen, depth);
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}
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@@ -258,7 +258,7 @@ vec3 scaleSoftClip(vec3 light)
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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float depth = texture2DRect(depthMap, tc.xy).a;
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float depth = texture2DRect(depthMap, tc.xy).r;
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vec3 pos = getPosition_d(tc, depth).xyz;
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vec3 norm = texture2DRect(normalMap, tc).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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@@ -267,34 +267,49 @@ void main()
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float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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calcAtmospherics(pos.xyz, ambocc);
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vec3 col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
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col *= diffuse.rgb;
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if (spec.a > 0.0) // specular reflection
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{
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// the old infinite-sky shiny reflection
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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// add the two types of shiny together
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col += dumbshiny * spec.rgb;
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}
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vec3 col;
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float bloom = 0.0;
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if (diffuse.a < 0.9)
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{
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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float scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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col = atmosLighting(col);
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col = scaleSoftClip(col);
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calcAtmospherics(pos.xyz, ambocc);
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col = atmosAmbient(vec3(0));
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col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
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col *= diffuse.rgb;
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if (spec.a > 0.0) // specular reflection
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{
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// the old infinite-sky shiny reflection
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, vary_light.xyz);
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vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
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// add the two types of shiny together
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vec3 spec_contrib = dumbshiny * spec.rgb;
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bloom = dot(spec_contrib, spec_contrib);
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col += spec_contrib;
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}
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col = atmosLighting(col);
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col = scaleSoftClip(col);
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col = mix(col, diffuse.rgb, diffuse.a);
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}
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else
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{
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col = diffuse.rgb;
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}
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gl_FragColor.rgb = col;
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gl_FragColor.a = 0.0;
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gl_FragColor.a = bloom;
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}
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@@ -45,7 +45,7 @@ uniform float spot_shadow_offset;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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@@ -60,9 +60,7 @@ vec4 getPosition(vec2 pos_screen)
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float calcAmbientOcclusion(vec4 pos, vec3 norm)
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{
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float ret = 1.0;
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float dist = dot(pos.xyz,pos.xyz);
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vec2 kern[8];
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// exponentially (^2) distant occlusion samples spread around origin
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kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
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@@ -70,13 +68,13 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
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kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
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kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
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kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
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kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
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kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
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kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
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kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
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kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
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kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
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vec2 pos_screen = vary_fragcoord.xy;
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vec3 pos_world = pos.xyz;
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vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
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vec2 pos_screen = vary_fragcoord.xy;
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vec3 pos_world = pos.xyz;
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vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
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float angle_hidden = 0.0;
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int points = 0;
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@@ -106,7 +104,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
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angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
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ret = (1.0 - (float(points != 0) * angle_hidden));
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ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
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return min(ret, 1.0);
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}
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@@ -237,7 +234,7 @@ void main()
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gl_FragColor[0] = shadow;
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gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
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spos.xyz = shadow_pos+offset*spot_shadow_offset;
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spos.xyz = shadow_pos+norm*spot_shadow_offset;
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//spotlight shadow 1
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vec4 lpos = shadow_matrix[4]*spos;
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