Remove intermediate quality settings from the ubershader. Fix a texture.
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10 changed files with 128 additions and 159 deletions
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@ -546,14 +546,6 @@ the objects that use it, and replaces it with the default shader.
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<use>ambient-correction</use>
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</value>
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</uniform>
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<!-- shader quality -->
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<uniform>
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<name>shader_qual</name>
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<type>int</type>
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<value>
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<use>shader-quality</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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@ -629,14 +629,6 @@ and fallback to plain transparency when the model shader is disabled.
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<use>ambient-correction</use>
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</value>
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</uniform>
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<!-- shader quality -->
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<uniform>
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<name>shader_qual</name>
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<type>int</type>
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<value>
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<use>shader-quality</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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@ -109,10 +109,6 @@ please see Docs/README.model-combined.eff for documentation
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<dirt-factor type="float" n="2">0.0</dirt-factor>
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<!-- ambient correction -->
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<ambient-correction type="float">0.05</ambient-correction>
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<!-- quality slider -->
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<shader-quality type="int">
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<use>/sim/rendering/shaders/model</use>
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</shader-quality>
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<rendering-hint>opaque</rendering-hint>
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<transparent>false</transparent>
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<render-bin>
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@ -712,14 +708,6 @@ please see Docs/README.model-combined.eff for documentation
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<use>ambient-correction</use>
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</value>
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</uniform>
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<!-- shader quality -->
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<uniform>
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<name>shader_qual</name>
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<type>int</type>
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<value>
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<use>shader-quality</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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@ -1353,14 +1341,6 @@ please see Docs/README.model-combined.eff for documentation
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<use>ambient-correction</use>
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</value>
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</uniform>
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<!-- shader quality -->
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<uniform>
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<name>shader_qual</name>
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<type>int</type>
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<value>
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<use>shader-quality</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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@ -65,16 +65,19 @@ void main(void)
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//normal = gl_NormalMatrix * normal;
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VNormal = normalize(gl_NormalMatrix * normal);
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if (nmap_enabled > 0 && shader_qual > 2){
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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} else {
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VTangent = vec3(0.0);
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VBinormal = vec3 (0.0);
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}
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vec3 n = normalize(normal);
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vec3 t = cross(n, vec3(1.0,0.0,0.0));
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vec3 b = cross(n,t);
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vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
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vec3 tempBinormal = cross(n, tempTangent);
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if (nmap_enabled > 0){
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tempTangent = tangent;
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tempBinormal = binormal;
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}
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VTangent = normalize(gl_NormalMatrix * tempTangent);
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VBinormal = normalize(gl_NormalMatrix * tempBinormal);
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vec3 t = tempTangent;
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vec3 b = tempBinormal;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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@ -3,6 +3,7 @@
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// Authors: Frederic Bouvier and Gijs de Rooy
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// with major additions and revisions by
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// Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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@ -27,7 +28,6 @@ uniform int refl_enabled;
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uniform int refl_map;
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uniform int lightmap_enabled;
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uniform int lightmap_multi;
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uniform int shader_qual;
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uniform int dirt_enabled;
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uniform int dirt_multi;
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@ -80,7 +80,7 @@ void main (void)
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float pf;
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///BEGIN bump
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if (nmap_enabled > 0 && shader_qual > 2){
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if (nmap_enabled > 0){
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N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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if (nmap_dds > 0)
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@ -100,7 +100,7 @@ void main (void)
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////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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////////////////////////////////////////////////////////////////////
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if (refl_enabled > 0 && shader_qual > 1){
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if (refl_enabled > 0){
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float reflFactor;
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
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if(refl_map > 0){
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@ -163,7 +163,7 @@ void main (void)
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vec3 lightmapcolor;
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * lightmapTexel;
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if (lightmap_multi >0 ){
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if (lightmap_multi > 0 ){
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lightmapcolor = lightmap_r_color * lightmapFactor.r +
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lightmap_g_color * lightmapFactor.g +
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lightmap_b_color * lightmapFactor.b +
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@ -36,7 +36,6 @@ uniform int nmap_dds;
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uniform int nmap_enabled;
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uniform int refl_enabled;
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uniform int refl_map;
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uniform int shader_qual;
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uniform int grain_texture_enabled;
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uniform float amb_correction;
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@ -218,7 +217,7 @@ void main (void)
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/// END grain overlay
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///BEGIN bump
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if (nmap_enabled > 0 && shader_qual > 2){
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if (nmap_enabled > 0){
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N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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if (nmap_dds > 0)
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@ -258,7 +257,7 @@ void main (void)
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////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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////////////////////////////////////////////////////////////////////
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if (refl_enabled > 0 && shader_qual > 1){
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if (refl_enabled > 0){
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float reflFactor = 0.0;
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
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@ -266,7 +265,7 @@ void main (void)
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// map the shininess of the object with user input
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//float pam = (map.a * -2) + 1; //reverse map
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reflFactor = reflmap.a + transparency_offset;
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} else if (nmap_enabled > 0 && shader_qual > 2) {
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} else if (nmap_enabled > 0) {
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// set the reflectivity proportional to shininess with user input
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reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
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} else {
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@ -331,7 +330,7 @@ void main (void)
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
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lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * lightmapTexel;
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if (lightmap_multi >0 ){
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if (lightmap_multi > 0 ){
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lightmapcolor = lightmap_r_color * lightmapFactor.r +
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lightmap_g_color * lightmapFactor.g +
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lightmap_b_color * lightmapFactor.b +
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@ -30,7 +30,6 @@ uniform int nmap_dds;
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uniform int nmap_enabled;
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uniform int refl_enabled;
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uniform int refl_map;
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uniform int shader_qual;
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uniform float amb_correction;
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uniform float dirt_b_factor;
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@ -73,7 +72,7 @@ void main (void)
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float pf = 0.0;
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///BEGIN bump
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if (nmap_enabled > 0 && shader_qual > 2){
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if (nmap_enabled > 0 ){
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N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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if (nmap_dds > 0)
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@ -111,7 +110,7 @@ void main (void)
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////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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////////////////////////////////////////////////////////////////////
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if (refl_enabled > 0 && shader_qual > 1){
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if (refl_enabled > 0 ){
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float reflFactor = 0.0;
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
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@ -119,7 +118,7 @@ void main (void)
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// map the shininess of the object with user input
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//float pam = (map.a * -2) + 1; //reverse map
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reflFactor = reflmap.a + transparency_offset;
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} else if (nmap_enabled > 0 && shader_qual > 2) {
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} else if (nmap_enabled > 0) {
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// set the reflectivity proportional to shininess with user input
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reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
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} else {
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@ -182,7 +181,7 @@ void main (void)
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
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lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * lightmapTexel;
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if (lightmap_multi >0 ){
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if (lightmap_multi > 0 ){
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lightmapcolor = lightmap_r_color * lightmapFactor.r +
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lightmap_g_color * lightmapFactor.g +
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lightmap_b_color * lightmapFactor.b +
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@ -52,16 +52,20 @@ void main(void)
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//fog_Func(fogType);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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if (nmap_enabled > 0 && shader_qual > 2){
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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} else {
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VTangent = vec3(0.0);
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VBinormal = vec3 (0.0);
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}
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vec3 n = normalize(gl_Normal);
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vec3 t = cross(n, vec3(1.0,0.0,0.0));
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vec3 b = cross(n,t);
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vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
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vec3 tempBinormal = cross(n, tempTangent);
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if (nmap_enabled > 0){
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tempTangent = tangent;
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tempBinormal = binormal;
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}
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VTangent = normalize(gl_NormalMatrix * tempTangent);
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VBinormal = normalize(gl_NormalMatrix * tempBinormal);
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vec3 t = tempTangent;
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vec3 b = tempBinormal;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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@ -230,9 +230,9 @@
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<slider>
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<name>model</name>
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<min>0.0</min>
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<max>3.0</max>
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<max>1.0</max>
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<step>1.0</step>
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<fraction>0.25</fraction>
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<fraction>0.5</fraction>
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<live>true</live>
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<property>/sim/rendering/shaders/model</property>
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<binding>
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