mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 19:19:56 +00:00
commit
4f7d7fc000
4 changed files with 16 additions and 4 deletions
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@ -63,7 +63,7 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadow
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lightResult.xyz += gl_FrontMaterial.emission.xyz;
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#if @clamp
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lightResult = clamp(lightResult, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
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lightResult = clamp(lightResult, vec4(0.0), vec4(1.0));
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#else
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lightResult = max(lightResult, 0.0);
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#endif
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@ -98,7 +98,7 @@ void main()
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragData[0] = vec4(1.0);
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#endif
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#if @detailMap
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@ -117,7 +117,13 @@ void main()
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float shadowing = unshadowedLightRatio();
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#if !PER_PIXEL_LIGHTING
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#if @clamp
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gl_FragData[0] *= clamp(lighting + vec4(shadowDiffuseLighting * shadowing, 0), vec4(0.0), vec4(1.0));
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#else
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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#endif
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#else
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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#endif
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@ -69,7 +69,13 @@ void main()
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float shadowing = unshadowedLightRatio();
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#if !PER_PIXEL_LIGHTING
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#if @clamp
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gl_FragData[0] *= clamp(lighting + vec4(shadowDiffuseLighting * shadowing, 0), vec4(0.0), vec4(1.0));
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#else
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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#endif
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#else
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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#endif
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@ -170,7 +170,7 @@ void main(void)
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vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1.0-screenCoords.y);
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vec2 nCoord = vec2(0.0,0.0);
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vec2 nCoord = vec2(0.0);
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#define waterTimer osg_SimulationTime
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@ -186,7 +186,7 @@ void main(void)
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if (rainIntensity > 0.01)
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rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0);
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else
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rainRipple = vec4(0.0,0.0,0.0,0.0);
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rainRipple = vec4(0.0);
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vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;
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