Add missing shader version tags for the other shaders too
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727c3feb11
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3fa2ade35f
55 changed files with 172 additions and 93 deletions
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@ -1,3 +1,5 @@
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec4 cloudColor;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, May 2014
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// based on ALS terrain shader
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform sampler2D color_tex;
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uniform sampler2D ao_tex;
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uniform sampler2D normal_tex;
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// -*-C++-*-
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#version 120
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uniform sampler2D texture;
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#version 120
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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void main() {
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#version 120
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uniform sampler2D input_tex;
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uniform vec2 fg_BufferSize;
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uniform float blurOffset_x;
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#version 120
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uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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uniform sampler2D film_tex;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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// -*- mode: C; -*-
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// Licence: GPL v2
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#version 120
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#extension GL_EXT_gpu_shader4 : enable
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//
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// attachment 0: normal.x | normal.x | normal.y | normal.y
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#version 120
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uniform sampler2D lighting_tex;
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uniform sampler2D bloom_tex;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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// -*- mode: C; -*-
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#version 120
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// -*- mode: C; -*-
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#version 120
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// -*-C++-*-
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#version 120
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varying vec2 rawPos;
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varying vec2 nPos;
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// -*-C++-*-
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#version 120
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uniform float air_pollution;
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#version 120
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//#define fog_FuncTION
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//varying vec3 PointPos;
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fogFactor=1.0;
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return mix(gl_Fog.color.rgb, color, fogFactor);
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}
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}
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#version 120
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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#version 120
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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// -*-C++-*-
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#version 120
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// Ambient term comes in gl_Color.rgb.
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//
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// gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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}
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// -*-C++-*-
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#version 120
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uniform float eyerel_x1;
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uniform float eyerel_y1;
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// -*-C++-*-
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#version 120
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// Shader for use with material animations
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varying vec4 diffuse, constantColor, matSpecular;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2015
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2015
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#version 120
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// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
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uniform sampler2D color_tex;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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uniform int display_xsize;
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uniform int display_ysize;
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uniform float field_of_view;
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uniform float view_pitch_offset;
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uniform float view_heading_offset;
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float light_distance_fading(in float dist)
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{
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return min(1.0, 10000.0/(dist*dist));
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}
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float fog_backscatter(in float avisibility)
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{
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return 0.5* min(1.0,10000.0/(avisibility*avisibility));
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}
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vec3 searchlight()
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//headlightIntensity = headlightIntensity *
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//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
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return headlightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 flashlight(in vec3 color, in float radius)
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *radius /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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return headlightIntensity * color;
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 landing_light(in float offset, in float offsetv)
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{
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float fov_h = field_of_view;
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float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
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float yaw_offset;
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if (view_heading_offset > 180.0)
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{yaw_offset = -360.0+view_heading_offset;}
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else
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{yaw_offset = view_heading_offset;}
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float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
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float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
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vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
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float landingLightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
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return landingLightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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// -*-C++-*-
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#version 120
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uniform int display_xsize;
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uniform int display_ysize;
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uniform float field_of_view;
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uniform float view_pitch_offset;
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uniform float view_heading_offset;
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float light_distance_fading(in float dist)
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{
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return min(1.0, 10000.0/(dist*dist));
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}
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float fog_backscatter(in float avisibility)
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{
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return 0.5* min(1.0,10000.0/(avisibility*avisibility));
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}
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vec3 searchlight()
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//headlightIntensity = headlightIntensity *
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//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
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return headlightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 flashlight(in vec3 color, in float radius)
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *radius /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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return headlightIntensity * color;
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 landing_light(in float offset, in float offsetv)
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{
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float fov_h = field_of_view;
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float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
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float yaw_offset;
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if (view_heading_offset > 180.0)
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{yaw_offset = -360.0+view_heading_offset;}
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else
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{yaw_offset = view_heading_offset;}
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float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
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float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
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vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
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float landingLightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
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return landingLightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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#version 120
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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#version 120
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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// -*-C++-*-
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#version 120
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uniform sampler2D texture;
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////fog "include" /////
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#version 120
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uniform sampler2D baseTexture;
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varying float fogFactor;
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||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
// Texture switching based on face slope and snow level
|
||||
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
|
||||
// <20> Emilian Huminiuc 2011
|
||||
|
||||
#version 120
|
||||
|
||||
varying float RawPosZ;
|
||||
varying vec3 WorldPos;
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
// -*-C++-*-
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue