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	Shadervisitor adjustments and Mac OS fix for soft particles See merge request OpenMW/openmw!1380
		
			
				
	
	
		
			239 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			239 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#pragma import_defines(FORCE_OPAQUE)
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#if @useUBO
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    #extension GL_ARB_uniform_buffer_object : require
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#endif
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#if @useGPUShader4
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    #extension GL_EXT_gpu_shader4: require
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#endif
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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#if @darkMap
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uniform sampler2D darkMap;
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varying vec2 darkMapUV;
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#endif
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#if @detailMap
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uniform sampler2D detailMap;
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varying vec2 detailMapUV;
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#endif
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#if @decalMap
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uniform sampler2D decalMap;
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varying vec2 decalMapUV;
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#endif
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#if @emissiveMap
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uniform sampler2D emissiveMap;
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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uniform sampler2D normalMap;
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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#if @envMap
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uniform sampler2D envMap;
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varying vec2 envMapUV;
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uniform vec4 envMapColor;
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#endif
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#if @specularMap
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uniform sampler2D specularMap;
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varying vec2 specularMapUV;
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#endif
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#if @bumpMap
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uniform sampler2D bumpMap;
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varying vec2 bumpMapUV;
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uniform vec2 envMapLumaBias;
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uniform mat2 bumpMapMatrix;
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#endif
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uniform bool simpleWater;
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 shadowDiffuseLighting;
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#else
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uniform float emissiveMult;
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#endif
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uniform float specStrength;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#include "vertexcolors.glsl"
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#include "shadows_fragment.glsl"
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#include "lighting.glsl"
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#include "parallax.glsl"
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#include "alpha.glsl"
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#if @softParticles
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#include "softparticles.glsl"
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#endif
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void main()
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{
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#if @diffuseMap
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    vec2 adjustedDiffuseUV = diffuseMapUV;
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#endif
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#if @normalMap
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    vec4 normalTex = texture2D(normalMap, normalMapUV);
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    vec3 normalizedNormal = normalize(passNormal);
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    vec3 normalizedTangent = normalize(passTangent.xyz);
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    vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
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    mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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    vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#if (!@normalMap && (@parallax || @forcePPL))
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    vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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#if @parallax
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    vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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    vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
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    vec3 eyeDir = normalize(cameraPos - objectPos);
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    vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f);
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    adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
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    // TODO: check not working as the same UV buffer is being bound to different targets
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    // if diffuseMapUV == normalMapUV
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#if 1
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    // fetch a new normal using updated coordinates
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    normalTex = texture2D(normalMap, adjustedDiffuseUV);
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    viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#endif
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#if @diffuseMap
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    gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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    gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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#else
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    gl_FragData[0] = vec4(1.0);
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#endif
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    vec4 diffuseColor = getDiffuseColor();
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    gl_FragData[0].a *= diffuseColor.a;
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#if @darkMap
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    gl_FragData[0] *= texture2D(darkMap, darkMapUV);
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    gl_FragData[0].a *= coveragePreservingAlphaScale(darkMap, darkMapUV);
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#endif
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    alphaTest();
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#if @detailMap
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    gl_FragData[0].xyz *= texture2D(detailMap, detailMapUV).xyz * 2.0;
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#endif
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#if @decalMap
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    vec4 decalTex = texture2D(decalMap, decalMapUV);
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    gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a * diffuseColor.a);
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#endif
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#if @envMap
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    vec2 envTexCoordGen = envMapUV;
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    float envLuma = 1.0;
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#if @normalMap
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    // if using normal map + env map, take advantage of per-pixel normals for envTexCoordGen
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    vec3 viewVec = normalize(passViewPos.xyz);
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    vec3 r = reflect( viewVec, viewNormal );
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    float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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    envTexCoordGen = vec2(r.x/m + 0.5, r.y/m + 0.5);
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#endif
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#if @bumpMap
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    vec4 bumpTex = texture2D(bumpMap, bumpMapUV);
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    envTexCoordGen += bumpTex.rg * bumpMapMatrix;
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    envLuma = clamp(bumpTex.b * envMapLumaBias.x + envMapLumaBias.y, 0.0, 1.0);
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#endif
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#if @preLightEnv
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    gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
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#endif
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#endif
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    float shadowing = unshadowedLightRatio(linearDepth);
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    vec3 lighting;
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#if !PER_PIXEL_LIGHTING
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    lighting = passLighting + shadowDiffuseLighting * shadowing;
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#else
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    vec3 diffuseLight, ambientLight;
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    doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
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    vec3 emission = getEmissionColor().xyz * emissiveMult;
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    lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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    clampLightingResult(lighting);
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#endif
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    gl_FragData[0].xyz *= lighting;
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#if @envMap && !@preLightEnv
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    gl_FragData[0].xyz += texture2D(envMap, envTexCoordGen).xyz * envMapColor.xyz * envLuma;
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#endif
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#if @emissiveMap
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    gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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#if @specularMap
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    vec4 specTex = texture2D(specularMap, specularMapUV);
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    float shininess = specTex.a * 255.0;
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    vec3 matSpec = specTex.xyz;
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#else
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    float shininess = gl_FrontMaterial.shininess;
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    vec3 matSpec = getSpecularColor().xyz;
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#endif
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    matSpec *= specStrength;
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    if (matSpec != vec3(0.0))
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    {
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#if (!@normalMap && !@parallax && !@forcePPL)
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        vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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        gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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    }
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#if @radialFog
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    float depth;
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    // For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
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    if (simpleWater)
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        depth = length(passViewPos);
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    else
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        depth = euclideanDepth;
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    float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#else
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    float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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    gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if !defined(FORCE_OPAQUE) && @softParticles
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    gl_FragData[0].a *= calcSoftParticleFade();
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#endif
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#if defined(FORCE_OPAQUE) && FORCE_OPAQUE
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    // having testing & blending isn't enough - we need to write an opaque pixel to be opaque
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    gl_FragData[0].a = 1.0;
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#endif
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    applyShadowDebugOverlay();
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}
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