more ATI fixes for crops and landmass shaders
Same problem with material state, except this time with the diffuse component. Author: Tim Moore <timoore@redhat.com>
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421ee253e6
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4 changed files with 12 additions and 10 deletions
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@ -4,6 +4,7 @@ varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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uniform sampler3D NoiseTex;
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uniform sampler2D SampleTex;
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@ -58,10 +59,8 @@ void main (void)
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//"snow"
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c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
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vec4 ambientColor = gl_Color;
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// ambientColor = vec4(0.01);
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vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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vec4 finalColor = c1;
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@ -4,6 +4,7 @@ varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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centroid varying vec4 ipos;
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void main(void)
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@ -15,7 +16,8 @@ void main(void)
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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gl_FrontColor = gl_FrontMaterial.emission
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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}
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@ -4,6 +4,7 @@ varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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uniform sampler3D NoiseTex;
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uniform sampler2D BaseTex;
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@ -43,10 +44,8 @@ void main (void)
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//"snow"
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c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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vec4 ambientColor = gl_Color;
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// ambientColor = vec4(0.01);
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vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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vec4 finalColor = c1;
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@ -2,6 +2,7 @@ varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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void main(void)
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{
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@ -10,7 +11,8 @@ void main(void)
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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gl_FrontColor = gl_FrontMaterial.emission
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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