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@ -540,7 +540,6 @@ namespace Ogre
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params->setNamedAutoConstant("viewProjMatrix", GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
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params->setNamedAutoConstant("lodMorph", GpuProgramParameters::ACT_CUSTOM,
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Terrain::LOD_MORPH_CUSTOM_PARAM);
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params->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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if (prof->isShadowingEnabled(tt, terrain))
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{
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@ -576,7 +575,7 @@ namespace Ogre
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{
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params->setNamedAutoConstant("lightPosObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
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params->setNamedAutoConstant("lightDiffuseColour"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
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if (prof->getNumberOfLightsSupported() > 1)
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if (i > 0)
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params->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
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//params->setNamedAutoConstant("lightSpecularColour"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_SPECULAR_COLOUR, i);
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}
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@ -586,6 +585,7 @@ namespace Ogre
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params->setNamedAutoConstant("eyePosObjSpace", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);
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params->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
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params->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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if (prof->isShadowingEnabled(tt, terrain))
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{
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@ -813,11 +813,11 @@ namespace Ogre
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outStream <<
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"out float4 oPos : POSITION,\n"
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"out float4 oPosObj : COLOR \n";
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"out float4 oPosObj : TEXCOORD0 \n";
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uint texCoordSet = 0;
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uint texCoordSet = 1;
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outStream <<
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", out float4 oUVMisc : TEXCOORD" << texCoordSet++ <<" // xy = uv, z = camDepth\n";
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", out float4 oUVMisc : COLOR0 // xy = uv, z = camDepth\n";
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// layer UV's premultiplied, packed as xy/zw
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uint numUVSets = numLayers / 2;
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@ -837,14 +837,6 @@ namespace Ogre
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outStream << ", out float2 lodInfo : TEXCOORD" << texCoordSet++ << "\n";
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}
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bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
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if (fog)
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{
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outStream <<
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", uniform float4 fogParams\n";
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//", out float fogVal : COLOR\n";
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}
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if (prof->isShadowingEnabled(tt, terrain))
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{
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texCoordSet = generateVpDynamicShadowsParams(texCoordSet, prof, terrain, tt, outStream);
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@ -940,11 +932,11 @@ namespace Ogre
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outStream <<
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"void main_fp(\n"
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"float4 position : COLOR,\n";
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"float4 position : TEXCOORD0,\n";
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uint texCoordSet = 0;
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uint texCoordSet = 1;
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outStream <<
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"float4 uvMisc : TEXCOORD" << texCoordSet++ << ",\n";
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"float4 uvMisc : COLOR0,\n";
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// UV's premultiplied, packed as xy/zw
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uint maxLayers = prof->getMaxLayers(terrain);
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@ -971,8 +963,8 @@ namespace Ogre
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if (fog)
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{
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outStream <<
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"uniform float4 fogParams, \n"
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"uniform float3 fogColour, \n";
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//"float fogVal : COLOR,\n";
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}
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uint currentSamplerIdx = 0;
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@ -991,7 +983,7 @@ namespace Ogre
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//"uniform float3 lightSpecularColour"<<i<<",\n"
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;
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if (prof->getNumberOfLightsSupported() > 1)
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if (i > 0)
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outStream <<
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"uniform float4 lightAttenuation"<<i<<",\n";
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@ -1069,7 +1061,6 @@ namespace Ogre
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" float4 outputCol;\n"
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" float shadow = 1.0;\n"
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" float2 uv = uvMisc.xy;\n"
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" float fogVal = position.w; \n"
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// base colour
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" outputCol = float4(0,0,0,1);\n";
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@ -1161,7 +1152,7 @@ namespace Ogre
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outStream << " float3 halfAngle"<<i<<" = normalize(lightDir"<<i<<" + eyeDir);\n"
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" float4 litRes"<<i<<" = lit(dot(normalize(lightDir"<<i<<"), normal), dot(halfAngle"<<i<<", normal), scaleBiasSpecular.z);\n";
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if (prof->getNumberOfLightsSupported() > 1)
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if (i > 0)
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outStream <<
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// pre-multiply light color with attenuation factor
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"d = length( lightDir"<<i<<" ); \n"
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@ -1273,24 +1264,7 @@ namespace Ogre
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outStream <<
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" // pass cam depth\n"
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" oUVMisc.z = oPos.z;\n";
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bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
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if (fog)
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{
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if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
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{
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outStream <<
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" float fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
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}
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else
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{
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outStream <<
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" float fogVal = saturate(1 / (exp(oPos.z * fogParams.x)));\n";
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}
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outStream <<
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" oPosObj.w = fogVal; \n";
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}
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" oPosObj.w = oPos.z;\n";
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if (prof->isShadowingEnabled(tt, terrain))
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generateVpDynamicShadows(prof, terrain, tt, outStream);
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@ -1341,7 +1315,13 @@ namespace Ogre
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// diffuse lighting
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for (int i=0; i<prof->getNumberOfLightsSupported(); ++i)
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{
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// shadows only for first light (directional)
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if (i==0)
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outStream << " outputCol.rgb += litRes"<<i<<".y * lightDiffuseColour"<<i<<" * diffuse * shadow;\n";
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else
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outStream << " outputCol.rgb += litRes"<<i<<".y * lightDiffuseColour"<<i<<" * diffuse;\n";
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}
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// specular default
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if (!prof->isLayerSpecularMappingEnabled())
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@ -1369,6 +1349,16 @@ namespace Ogre
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bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
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if (fog)
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{
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if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
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{
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outStream <<
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" float fogVal = saturate((position.w - fogParams.y) * fogParams.w);\n";
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}
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else
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{
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outStream <<
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" float fogVal = saturate(1 / (exp(position.w * fogParams.x)));\n";
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}
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outStream << " outputCol.rgb = lerp(outputCol.rgb, fogColour, fogVal);\n";
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}
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@ -1376,7 +1366,7 @@ namespace Ogre
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outStream << " oColor = outputCol;\n";
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if (MWRender::RenderingManager::useMRT()) outStream <<
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" oColor1 = float4(uvMisc.z / far, 0, 0, 1); \n";
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" oColor1 = float4(position.w / far, 0, 0, 1); \n";
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outStream
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<< "}\n";
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@ -1585,7 +1575,7 @@ namespace Ogre
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{
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uint numTextures = prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
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outStream <<
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" float camDepth = uvMisc.z;\n";
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" float camDepth = position.w;\n";
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if (prof->getReceiveDynamicShadowsDepth())
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{
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@ -1629,8 +1619,8 @@ namespace Ogre
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outStream <<
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" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
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" float fade = 1-((uvMisc.z - shadowFar_fadeStart.y) / fadeRange); \n"
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" rtshadow = (uvMisc.z > shadowFar_fadeStart.x) ? 1 : ((uvMisc.z > shadowFar_fadeStart.y) ? 1-((1-rtshadow)*fade) : rtshadow); \n"
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" float fade = 1-((position.w - shadowFar_fadeStart.y) / fadeRange); \n"
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" rtshadow = (position.w > shadowFar_fadeStart.x) ? 1 : ((position.w > shadowFar_fadeStart.y) ? 1-((1-rtshadow)*fade) : rtshadow); \n"
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" rtshadow = (1-(1-rtshadow)*0.6); \n" // make the shadow a little less intensive
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" shadow = min(shadow, rtshadow);\n";
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