a3a8f9123e
- Remove all Compositor Effects and Shaders. - Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'. - Readd shadow mapping. - Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
251 lines
7.3 KiB
GLSL
251 lines
7.3 KiB
GLSL
// -*- mode: C; -*-
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// Licence: GPL v2
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// based on
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// © Emilian Huminiuc and Vivian Meazza 2011
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// addition for wingflex mesh distortion by Thorsten Renk 2015
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 vertVec;
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varying float alpha;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform int wingflex_type;
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uniform float body_width;
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uniform float wingflex_alpha;
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uniform float wingflex_trailing_alpha;
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uniform float wingsweep_factor;
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uniform float wingflex_z;
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uniform float wing_span;
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uniform float rotation_x1;
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uniform float rotation_y1;
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uniform float rotation_z1;
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uniform float rotation_x2;
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uniform float rotation_y2;
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uniform float rotation_z2;
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uniform float rotation_rad;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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//////Fog Include///////////
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// uniform int fogType;
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// void fog_Func(int type);
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////////////////////////////
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void setupShadows(vec4 eyeSpacePos);
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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{
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rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
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sinRz, cosRz, 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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vec2 calc_deflection(float y){
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float distance;
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float bwh = body_width/2;
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if(y < bwh && y > -bwh){
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//this part does not move
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distance = 0;
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}else if(y > bwh){
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distance = y - bwh;
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}else if(y < -bwh){
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distance = y + bwh;
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}
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float max_dist = (wing_span-body_width)/2;
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float deflection = wingflex_z * (distance*distance)/(max_dist*max_dist);
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float delta_y;
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if(y<0){
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delta_y = deflection/wing_span;
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}else{
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delta_y = -deflection/wing_span;
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}
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vec2 returned = vec2 ( deflection, delta_y );
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return returned;
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}
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void main(void)
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{
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vec4 vertex = gl_Vertex;
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if ( wingflex_type == 0 ) {
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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vec2 deflection=calc_deflection(vertex.y);
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vertex.z += deflection[0];
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vertex.y += deflection[1];
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if(rotation_rad != 0){
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vec2 defl1=calc_deflection(rotation_y1);
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vec2 defl2=calc_deflection(rotation_y2);
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float rot_y1 = rotation_y1;
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float rot_z1 = rotation_z1;
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float rot_y2 = rotation_y2;
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float rot_z2 = rotation_z2;
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rot_y1 -= defl1[1];
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rot_z1 += defl1[0];
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rot_y2 -= defl2[1];
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rot_z2 += defl2[0];
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//Calculate rotation
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vec3 normal;
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normal[0]=rotation_x2-rotation_x1;
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normal[1]=rot_y2-rot_y1;
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normal[2]=rot_z2-rot_z1;
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normal = normalize(normal);
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float tmp = (1-cos(rotation_rad));
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mat4 rotation_matrix = mat4(
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pow(normal[0],2)*tmp+cos(rotation_rad), normal[1]*normal[0]*tmp-normal[2]*sin(rotation_rad), normal[2]*normal[0]*tmp+normal[1]*sin(rotation_rad), 0.0,
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normal[0]*normal[1]*tmp+normal[2]*sin(rotation_rad), pow(normal[1],2)*tmp+cos(rotation_rad), normal[2]*normal[1]*tmp-normal[0]*sin(rotation_rad), 0.0,
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normal[0]*normal[2]*tmp-normal[1]*sin(rotation_rad), normal[1]*normal[2]*tmp+normal[0]*sin(rotation_rad), pow(normal[2],2)*tmp+cos(rotation_rad), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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vec4 old_point;
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old_point[0]=vertex.x;
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old_point[1]=vertex.y;
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old_point[2]=vertex.z;
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old_point[3]=1.0;
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rotation_matrix[3][0] = rotation_x1 - rotation_x1*rotation_matrix[0][0] - rot_y1*rotation_matrix[1][0] - rot_z1*rotation_matrix[2][0];
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rotation_matrix[3][1] = rot_y1 - rotation_x1*rotation_matrix[0][1] - rot_y1*rotation_matrix[1][1] - rot_z1*rotation_matrix[2][1];
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rotation_matrix[3][2] = rot_z1 - rotation_x1*rotation_matrix[0][2] - rot_y1*rotation_matrix[1][2] - rot_z1*rotation_matrix[2][2];
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vec4 new_point=rotation_matrix*old_point;
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vertex.x=new_point[0];
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vertex.y=new_point[1];
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vertex.z=new_point[2];
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}
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} else if (wingflex_type == 1 ) {
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float arm_reach = 4.8;
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
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float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
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if (flex_factor1<0.0) {flex_factor1 *=0.7;}
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if (flex_factor2<0.0) {flex_factor1 *=0.7;}
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// basic flapping motion is linear to arm_reach, then parabolic
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float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
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if (x_factor < arm_reach)
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{
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vertex.z += x_factor/arm_reach * intercept_point;
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}
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else
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{
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vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
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}
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// upward stroke is slightly forward-swept, downward stroke a bit backward
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vertex.y += -0.25 * abs(x_factor) * flex_factor1;
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//trailing edge lags the motion
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vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
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// if the wings are folded, we sweep them back
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vertex.y += 0.5 * x_factor * wingsweep_factor;
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float sweep_x = 0.5;
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if (vertex.x > 0.0) {sweep_x = - 0.5;}
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vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
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}
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rawpos = vertex.xyz;
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vec4 ecPosition = gl_ModelViewMatrix * vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 n = normalize(gl_Normal);
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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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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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// Vertex in eye coordinates
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vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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if (refl_dynamic > 0){
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//prepare rotation matrix
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mat4 RotMatPR;
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mat4 RotMatH;
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float _roll = roll;
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if (_roll>90.0 || _roll < -90.0)
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{
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_roll = -_roll;
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}
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float cosRx = cos(radians(_roll));
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float sinRx = sin(radians(_roll));
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float cosRy = cos(radians(-pitch));
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float sinRy = sin(radians(-pitch));
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float cosRz = cos(radians(hdg));
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float sinRz = sin(radians(hdg));
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rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
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rotationMatrixH(sinRz, cosRz, RotMatH);
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vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
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reflVec = reflVec_dyn;
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} else {
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reflVec = reflVec_stat;
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}
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color
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* (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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//gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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setupShadows(gl_ModelViewMatrix * vertex);
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}
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