Alphamasking migrated to shaders instead of using fixed-function. Very early code. Hasn't even made it into viewer-development yet.
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@@ -266,91 +266,50 @@ 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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da = texture2D(lightFunc, vec2(da, 0.0)).a;
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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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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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// 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*texture2D(lightFunc, vec2(sa, spec.a)).a;
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/*
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// screen-space cheap fakey reflection map
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//
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vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
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depth -= 0.5; // unbias depth
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// first figure out where we'll make our 2D guess from
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vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
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// Offset the guess source a little according to a trivial
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// checkerboard dither function and spec.a.
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// This is meant to be similar to sampling a blurred version
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// of the diffuse map. LOD would be better in that regard.
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// The goal of the blur is to soften reflections in surfaces
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// with low shinyness, and also to disguise our lameness.
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float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
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float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
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ref2d += vec2(checkoffset, checkoffset);
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ref2d += tc.xy; // use as offset from destination
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// Get attributes from the 2D guess point.
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// We average two samples of diffuse (not of anything else) per
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// pixel to try to reduce aliasing some more.
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vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
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texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
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float refdepth = texture2DRect(depthMap, ref2d).a;
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vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
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float refshad = texture2DRect(lightMap, ref2d).r;
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vec3 refn = texture2DRect(normalMap, ref2d).rgb;
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refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
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refn = normalize(refn);
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// figure out how appropriate our guess actually was
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float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
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// darken reflections from points which face away from the reflected ray - our guess was a back-face
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//refapprop *= step(dot(refnorm, refn), 0.0);
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refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
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// get appropriate light strength for guess-point.
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// reflect light direction to increase the illusion that
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// these are reflections.
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vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
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float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
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// apply sun color to guess-point, dampen according to inappropriateness of guess
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float refmod = min(refapprop, reflit);
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vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
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vec3 ssshiny = (refprod * spec.a);
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ssshiny *= 0.3; // dampen it even more
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*/
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vec3 ssshiny = vec3(0,0,0);
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// add the two types of shiny together
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col += (ssshiny + dumbshiny) * spec.rgb;
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}
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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col = atmosLighting(col);
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col = scaleSoftClip(col);
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da = texture2D(lightFunc, vec2(da, 0.0)).a;
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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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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*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.rgb = gi_col.rgb;
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gl_FragColor.a = 0.0;
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//gl_FragColor.rg = scol_ambocc.rg;
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//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
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//gl_FragColor.rgb = norm.rgb*0.5+0.5;
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//gl_FragColor.rgb = vec3(ambocc);
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//gl_FragColor.rgb = vec3(scol);
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gl_FragColor.a = bloom;
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}
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