Merge branch 'master' of gitorious.org:fg/fgdata into work
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20d56b85f1
6 changed files with 52598 additions and 51683 deletions
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@ -41,11 +41,6 @@
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<object-name>fuselage_1</object-name>
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<object-name>fuselage_1</object-name>
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</effect>
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</effect>
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<effect>
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<inherits-from>Effects/model-transparent</inherits-from>
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<object-name>Propeller.Fast</object-name>
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</effect>
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<effect>
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<effect>
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<inherits-from>Aircraft/c172p/Models/Effects/bumpspec-tail</inherits-from>
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<inherits-from>Aircraft/c172p/Models/Effects/bumpspec-tail</inherits-from>
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<object-name>vstab</object-name>
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<object-name>vstab</object-name>
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@ -55,6 +50,14 @@
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<object-name>elevatorright</object-name>
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<object-name>elevatorright</object-name>
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</effect>
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</effect>
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<!-- Transparent Surfaces for Rembrandt rendering -->
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<effect>
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<inherits-from>Effects/model-transparent</inherits-from>
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<object-name>glas</object-name>
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<object-name>rightwindow</object-name>
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<object-name>leftwindow</object-name>
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<object-name>Propeller.Fast</object-name>
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</effect>
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<!-- Immatriculatoin -->
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<!-- Immatriculatoin -->
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<model>
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<model>
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<path>Aircraft/c172p/Models/Immat/immat.xml</path>
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<path>Aircraft/c172p/Models/Immat/immat.xml</path>
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@ -2376,14 +2379,79 @@
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</animation>
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</animation>
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<!--Lights-->
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<!--Lights-->
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<!-- Disable/enable different light types depending on rembrandt -->
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<animation>
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<type>select</type>
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<object-name>LandingLightCone</object-name>
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<condition>
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<and>
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<property>/sim/rendering/rembrandt</property>
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<property>controls/lighting/landing-lights</property>
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</and>
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</condition>
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</animation>
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<!--landinglight-->
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<!--landinglight-->
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<animation>
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<animation>
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<type>select</type>
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<type>select</type>
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<object-name>landinglight</object-name>
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<object-name>landinglight</object-name>
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<object-name>landinglight2</object-name>
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<object-name>landinglight2</object-name>
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<condition>
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<and>
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<property>controls/lighting/landing-lights</property>
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<not>
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<property>/sim/rendering/rembrandt</property>
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</not>
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</and>
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</condition>
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</animation>
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<animation>
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<type>light</type>
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<light-type>spot</light-type>
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<name>LandingLight</name>
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<object-name>LandingLightCone</object-name>
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<condition>
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<condition>
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<property>controls/lighting/landing-lights</property>
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<property>controls/lighting/landing-lights</property>
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</condition>
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</condition>
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<position>
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<x>-0.078</x>
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<y>-3.086</y>
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<z>0.536</z>
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</position>
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<direction>
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<x>-29</x>
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<y>6.76</y>
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<z>-3.6</z>
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</direction>
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<ambient>
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<r>0.03</r>
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<g>0.03</g>
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<b>0.03</b>
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<a>1.0</a>
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</ambient>
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<diffuse>
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<r>0.7</r>
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<g>0.7</g>
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<b>0.6</b>
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<a>1.0</a>
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</diffuse>
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<specular>
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<r>0.7</r>
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<g>0.7</g>
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<b>0.7</b>
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<a>1.0</a>
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</specular>
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<attenuation>
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<c>1.0</c>
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<l>0.002</l>
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<q>0.00005</q>
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</attenuation>
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<exponent>30.0</exponent>
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<cutoff>40</cutoff>
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<near-m>2</near-m>
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<far-m>50</far-m>
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</animation>
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</animation>
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<animation>
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<animation>
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@ -140,6 +140,9 @@ please see Docs/README.model-combined.eff for documentation
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<fogtype>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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</fogtype>
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<rembrandt>
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<use>/sim/rendering/rembrandt</use>
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</rembrandt>
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<!-- END fog include -->
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<!-- END fog include -->
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</parameters>
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</parameters>
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@ -752,6 +755,13 @@ please see Docs/README.model-combined.eff for documentation
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</value>
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</value>
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</uniform>
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</uniform>
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<!-- END fog include -->
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<!-- END fog include -->
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<uniform>
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<name>rembrandt_enabled</name>
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<type>int</type>
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<value>
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<use>rembrandt</use>
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</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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@ -1360,7 +1370,13 @@ please see Docs/README.model-combined.eff for documentation
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</value>
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</value>
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</uniform>
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</uniform>
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<!-- END fog include -->
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<!-- END fog include -->
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<uniform>
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<name>rembrandt_enabled</name>
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<type>int</type>
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<value>
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<use>rembrandt</use>
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</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -972,12 +972,12 @@ var rain = {
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me.flowN.setDoubleValue(ias < me.threshold ? 0 : time * 0.5 + ias * NM2M * dt / 3600);
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me.flowN.setDoubleValue(ias < me.threshold ? 0 : time * 0.5 + ias * NM2M * dt / 3600);
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me.rainingN.setDoubleValue(me.rain);
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me.rainingN.setDoubleValue(me.rain);
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if (enableN.getBoolValue())
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if (me.enableN.getBoolValue())
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me.enableN.setBoolValue(0);
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me.enableN.setBoolValue(0);
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} else {
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} else {
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me.flowN.setDoubleValue(0);
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me.flowN.setDoubleValue(0);
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me.rainingN.setDoubleValue(0);
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me.rainingN.setDoubleValue(0);
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if (enableN.getBoolValue() != 1)
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if (me.enableN.getBoolValue() != 1)
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me.enableN.setBoolValue(1);
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me.enableN.setBoolValue(1);
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}
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}
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},
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},
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@ -75,7 +75,7 @@ void main (void)
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//vec3 ambient = fg_SunAmbientColor.rgb;
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//vec3 ambient = fg_SunAmbientColor.rgb;
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vec3 N;
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vec3 N;
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vec3 dotN;
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vec3 dotN;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission , vec3( 0.3, 0.59, 0.11 ) );
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float pf;
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float pf;
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///BEGIN bump
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///BEGIN bump
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@ -94,7 +94,7 @@ void main (void)
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float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
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float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 color = gl_Color + gl_FrontMaterial.diffuse;
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vec4 color = gl_Color * gl_FrontMaterial.diffuse;
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float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
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float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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@ -21,6 +21,7 @@ uniform float hdg;
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uniform int refl_dynamic;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int shader_qual;
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uniform int rembrandt_enabled;
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//////Fog Include///////////
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//////Fog Include///////////
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// uniform int fogType;
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// uniform int fogType;
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@ -101,8 +102,11 @@ void main(void)
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reflVec = reflVec_stat;
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reflVec = reflVec_stat;
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}
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}
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if(rembrandt_enabled < 1){
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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} else {
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gl_FrontColor = gl_Color;
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}
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gl_Position = ftransform();
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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}
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