Merge branch 'master' of git://github.com/Shyotl/SingularityViewer
Conflicts: indra/newview/llvotree.h
This commit is contained in:
@@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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@@ -52,8 +52,8 @@ void main()
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vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 t = cross(b, n);
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vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 b = cross(n, t) * tangent.w;
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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@@ -46,8 +46,8 @@ void main()
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 n = normalize(normal_matrix * normal);
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vec3 t = normalize(normal_matrix * tangent.xyz);
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vec3 b = cross(n, t) * tangent.w;
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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@@ -2093,7 +2093,6 @@ uniform sampler2D diffuseMap;
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uniform vec2 rcp_screen_res;
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uniform vec4 rcp_frame_opt;
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uniform vec4 rcp_frame_opt2;
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uniform vec2 screen_res;
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VARYING vec2 vary_fragcoord;
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VARYING vec2 vary_tc;
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@@ -141,7 +141,7 @@ void main()
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if (sa > 0.0)
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{
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sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*light_col[i].rgb*spec.rgb;
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}
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@@ -123,7 +123,7 @@ void main()
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float sa = dot(normalize(lv-normalize(pos)),norm);
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if (sa > 0.0)
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{
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sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*color.rgb*spec.rgb;
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}
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@@ -314,7 +314,7 @@ void main()
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//
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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float sa = dot(refnormpersp, sun_dir.xyz);
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vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
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vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
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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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@@ -25,12 +25,12 @@
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uniform mat3 normal_matrix;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec4 tangent;
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VARYING vec4 binormal_out;
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VARYING vec4 tangent_out;
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void main()
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{
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binormal_out = vec4(normal_matrix * binormal, 0.0);
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tangent_out = vec4(normal_matrix * tangent.xyz, tangent.w);
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}
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