No code change - Improve readability by reindenting files
This commit is contained in:
parent
89928f8350
commit
c20b4b1fbb
2 changed files with 748 additions and 879 deletions
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@ -76,7 +76,6 @@
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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<technique n="4">
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<predicate>
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<and>
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@ -128,9 +127,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>-->
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<program>
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<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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@ -145,7 +142,6 @@
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>-->
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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@ -176,9 +172,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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@ -190,9 +184,7 @@
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<filter><use>texture[12]/filter</use></filter>
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<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[12]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[12]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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@ -200,9 +192,7 @@
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<filter><use>texture[10]/filter</use></filter>
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<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[10]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[10]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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@ -210,9 +200,7 @@
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<filter><use>texture[11]/filter</use></filter>
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<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[11]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[11]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
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@ -321,7 +309,8 @@
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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@ -329,8 +318,6 @@
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</depth>
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</pass>
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</technique>
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<technique n="5">
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<predicate>
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<and>
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@ -372,9 +359,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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@ -413,9 +398,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
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@ -474,7 +457,8 @@
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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@ -482,7 +466,6 @@
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</depth>
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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@ -525,9 +508,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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<environment>
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<mode>modulate</mode>
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</environment>
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@ -550,12 +531,10 @@
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</uniform -->
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</pass>
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</technique>
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<technique n="11">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/generic</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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@ -573,26 +552,14 @@
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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@ -601,21 +568,11 @@
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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@ -693,44 +622,32 @@
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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<value><use>fogtype</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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@ -749,62 +666,32 @@
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</depth>
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</pass>
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</technique>
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<technique n="12">
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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<environment>
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<mode>modulate</mode>
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</environment>
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|
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@ -106,8 +106,6 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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float fog_func (in float targ)
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{
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float fade_mix;
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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@ -116,15 +114,14 @@ float fade_mix;
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targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (alt < 50000.0)
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{
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if (alt < 30000.0) {
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return exp(-targ - targ * targ * targ * targ);
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}
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else if (alt < 50000.0) {
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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}
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else
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{
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else {
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return exp(- targ * targ - pow(targ,4.0));
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}
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|
@ -132,9 +129,6 @@ else
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void main()
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{
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||||
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float dist = length(relPos);
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// this is taken from default.frag
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@ -176,13 +170,7 @@ float noise_500m = Noise2D(rawPos.xy, 500.0);
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float noise_1500m = Noise2D(rawPos.xy, 1500.0);
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float noise_2000m = Noise2D(rawPos.xy, 2000.0);
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||||
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||||
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//
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||||
|
||||
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// get the texels
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texel = texture2D(texture, gl_TexCoord[0].st);
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|
@ -238,7 +226,6 @@ if (tquality_level > 2)
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nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
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mix_factor = smoothstep(0.5, 0.54, nSum);
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texel = mix(texel, mix_texel, mix_factor);
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||||
|
||||
}
|
||||
|
||||
// then the detail texture overlay
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||||
|
@ -319,11 +306,12 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
if (gl_FrontMaterial.shininess > 0.0) {
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
|
@ -372,8 +360,12 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
if (H > delta_z) {
|
||||
distance_in_layer = dist/H * delta_z;
|
||||
}
|
||||
else {
|
||||
distance_in_layer = dist;
|
||||
}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
|
@ -412,7 +404,6 @@ if (visibility < avisibility)
|
|||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -459,7 +450,8 @@ eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + term
|
|||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{intensity = length(hazeColor);
|
||||
{
|
||||
intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
@ -489,22 +481,12 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
|
|||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue