HDR: Fix logarithmic depth in building effect
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1 changed files with 5 additions and 0 deletions
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@ -11,6 +11,7 @@ layout(location = 10) in vec3 attrib1; // Generic packed attributes
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layout(location = 11) in vec3 attrib2;
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out VS_OUT {
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float flogz;
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vec2 texcoord;
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vec3 vertex_normal;
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vec3 view_vector;
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@ -23,6 +24,9 @@ uniform mat3 osg_NormalMatrix;
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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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// logarithmic_depth.glsl
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float logdepth_prepare_vs_depth(float z);
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vec3 float2vec(float value)
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{
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vec3 val;
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@ -63,6 +67,7 @@ void main()
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position = position + instancePosition.xyz;
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gl_Position = osg_ModelViewProjectionMatrix * vec4(position, 1.0);
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vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
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// Texture coordinates are stored as:
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// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y),
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