Add new water effect
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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Shaders/bowwave.frag
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Shaders/bowwave.frag
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// This shader is mostly an adaptation of the shader found at
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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#version 120
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#define fps2kts 0.5925
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_reflection_grey;
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uniform sampler2D sea_foam;
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uniform sampler2D alpha_tex;
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uniform sampler2D bowwave_nmap;
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uniform float saturation, Overcast, WindE, WindN, spd, hdg;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex4; //viewts
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varying vec4 ecPosition;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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/////// functions /////////
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float normalize_range(float _val)
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{
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if (_val > 180.0)
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return _val - 360.0;
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else
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return _val;
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}
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void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
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{
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//calculate the carrier speed north and east in kts
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float speed_north_kts = cos(radians(hdg)) * spd ;
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float speed_east_kts = sin(radians(hdg)) * spd ;
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//calculate the relative wind speed north and east in kts
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float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
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float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
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//combine relative speeds north and east to get relative windspeed in kts
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rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2)
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+ pow(abs(rel_wind_speed_from_north_kts), 2));
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//calculate the relative wind direction
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float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
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// rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
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float rel_wind = rel_wind_from_deg - hdg;
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rel_wind = normalize_range(rel_wind);
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rel_wind_from_rad = radians(rel_wind);
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}
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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//////////////////////
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void main(void)
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{
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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
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const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
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mat4 RotationMatrix;
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float relWindspd=0;
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float relWinddir=0;
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// compute relative wind speed and direction
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relWind (relWindspd, relWinddir);
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rotationmatrix(relWinddir, RotationMatrix);
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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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// compute direction to light source
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vec3 L = normalize(lightdir);
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// half vector
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vec3 H = normalize(L + E);
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const float water_shininess = 240.0;
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// approximate cloud cover
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float cover = 0.0;
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//bool Status = true;
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float windEffect = relWindspd; //wind speed in kt
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// float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
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float windScale = 15.0/(5.0 + windEffect); //wave scale
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float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter
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if (Status == 1){
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0){
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cover = 5;
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} else {
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cover = Overcast * 5;
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}
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}
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0;
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vec4 fdist = normalize(dist);
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fdist = -fdist;
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fdist *= sca;
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//normalmap
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rotationmatrix(-relWinddir, RotationMatrix);
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vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
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vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
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vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0;
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vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness);
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vNorm = -vNorm;
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
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vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
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vec4 refl ;
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// cover = 0;
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if(cover >= 1.5){
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refl= normalize(refTex);
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}
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else
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{
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refl = normalize(refTexGrey);
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refl.r *= (0.75 + 0.15 * cover);
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refl.g *= (0.80 + 0.15 * cover);
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refl.b *= (0.875 + 0.125 * cover);
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refl.a *= 1.0;
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}
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vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0);
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vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0);
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//vec3 Nf = normalize((normal+N0+N1)*waveRoughness);
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vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness);
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N = -N;
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// specular
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vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation * 0.3;
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//calculate fresnel
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vec4 invfres = vec4( dot(vNorm, viewt) );
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vec4 fres = vec4(1.0) + invfres;
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refl *= fres;
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vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st);
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//refl.a *= alpha0.a;
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////calculate the fog factor
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//float fogFactor;
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//float fogCoord = ecPosition.z;
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//const float LOG2 = 1.442695;
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//fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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//if(gl_Fog.density == 1.0)
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// fogFactor=1.0;
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//calculate final colour
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vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor;
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// cover = 0;
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if(cover >= 1.5){
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finalColor = refl + specular;
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} else {
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finalColor = refl;
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}
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//add foam
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float foamSlope = 0.05 + 0.01 * windScale;
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//float waveSlope = mix(N0.g, N1.g, 0.25);
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0);
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float waveSlope = N.g;
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if (windEffect >= 12.0)
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if (waveSlope >= foamSlope){
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g));
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}
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//generate final colour
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finalColor *= ambient_light+ alpha0 * 0.35;
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finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
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}
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