revert the reflection shader patch, it didn't work out the way I hoped it would
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3 changed files with 4 additions and 2 deletions
BIN
Shaders/.landmass.vert.swp
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Shaders/.landmass.vert.swp
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@ -12,6 +12,7 @@ varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec4 Diffuse;
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varying float alpha;
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varying float alpha;
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varying float fogCoord;
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uniform samplerCube Environment;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D Rainbow;
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@ -57,8 +58,6 @@ void main (void)
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// calculate the fog factor
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// calculate the fog factor
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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float fogCoord = abs(ecPosition.z);
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// float fogCoord = abs(ecPosition.z / ecPosition.w);
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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@ -10,6 +10,7 @@ varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec4 Diffuse;
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varying float alpha;
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varying float alpha;
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varying float fogCoord;
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uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ViewMatrixInverse;
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@ -36,6 +37,8 @@ void main(void)
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else
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else
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alpha = gl_Color.a;
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alpha = gl_Color.a;
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fogCoord = abs(ecPosition.z);
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// Vertex in eye coordinates
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// Vertex in eye coordinates
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vec3 vertVec = ecPosition.xyz;
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vec3 vertVec = ecPosition.xyz;
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