Like the landmass sharder, move the bump factor to the shader file to limit the number of varyings to 7
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71283a3eae
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281445e31e
2 changed files with 2 additions and 8 deletions
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@ -6,8 +6,6 @@ varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying float bump;
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varying float fogCoord;
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uniform sampler3D NoiseTex;
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uniform sampler2D SampleTex;
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@ -61,6 +59,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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void main (void)
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{
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float bump = 1.0;
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if ( quality_level >= 3.5 ) {
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linear_search_steps = 20;
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@ -100,6 +99,7 @@ void main (void)
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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const float LOG2 = 1.442695;
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float fogCoord = abs(ecPosition.z / ecPosition.w);
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float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
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@ -5,8 +5,6 @@ varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying float bump;
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varying float fogCoord;
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attribute vec3 tangent;
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attribute vec3 binormal;
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@ -19,14 +17,10 @@ void main(void)
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VNormal = gl_NormalMatrix * gl_Normal;
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VTangent = gl_NormalMatrix * tangent;
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VBinormal = gl_NormalMatrix * binormal;
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bump = 1.0;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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fogCoord = abs(ecPosition.z / ecPosition.w);
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}
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