Fix random buildings shader errors
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019e33655b
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3 changed files with 40 additions and 0 deletions
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@ -204,10 +204,13 @@
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<pass>
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<program>
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<vertex-shader>Shaders/building-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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@ -235,9 +238,12 @@
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</vertex-program-two-side>
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<program n="0">
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="2">Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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@ -338,9 +344,12 @@
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</vertex-program-two-side>
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<program n="0">
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<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="1">Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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@ -382,6 +391,27 @@
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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<!-- BEGIN shadows include -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>shadows_enabled</name>
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<type>bool</type>
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<value>
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<use>shadows_enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>sun_atlas_size</name>
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<type>int</type>
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<value>
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<use>sun_atlas_size</use>
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</value>
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</uniform>
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<!-- END shadows include -->
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</pass>
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</technique>
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@ -28,6 +28,7 @@ attribute vec3 attrib2;
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec4 ecPosition;
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//varying float earthShade;
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//varying float yprime;
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@ -55,6 +56,7 @@ const float terminator_width = 200000.0;
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float earthShade;
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//float mie_angle;
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void setupShadows(vec4 eyeSpacePos);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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@ -308,4 +310,7 @@ if (use_IR_vision)
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gl_FrontColor.rgb = constant_term.rgb;
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gl_BackColor.rgb = constant_term.rgb;
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//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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ecPosition = gl_ModelViewMatrix * vec4(position, 1.0);
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setupShadows(ecPosition);
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}
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@ -24,6 +24,7 @@ attribute vec3 attrib2;
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec4 ecPosition;
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uniform int colorMode;
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@ -33,6 +34,8 @@ uniform int colorMode;
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//void fog_Func(int type);
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/////////////////////////
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void setupShadows(vec4 eyeSpacePos);
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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@ -132,4 +135,6 @@ void main()
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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//fogCoord = abs(ecPosition.z / ecPosition.w);
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//fog_Func(fogType);
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ecPosition = gl_ModelViewMatrix * vec4(position, 1.0);
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setupShadows(ecPosition);
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}
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