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Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
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commit
78de371f2d
123 changed files with 1506 additions and 1956 deletions
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@ -9,6 +9,7 @@ attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform float uThickness;
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uniform mat4 uProjection;
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/* Varyings */
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@ -17,7 +18,7 @@ varying vec4 vVertexColor;
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void main()
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{
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gl_Position = inVertexPosition;
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gl_Position = uProjection * inVertexPosition;
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gl_PointSize = uThickness;
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vTextureCoord = inTexCoord0;
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vVertexColor = inVertexColor.bgra;
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@ -23,7 +23,12 @@ void main(void)
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vec2 uv = varTexCoord.st;
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vec3 color = texture2D(rendered, uv).rgb;
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// translate to linear colorspace (approximate)
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#ifdef GL_ES
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// clamp color to [0,1] range in lieu of centroids
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color = pow(clamp(color, 0.0, 1.0), vec3(2.2));
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#else
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color = pow(color, vec3(2.2));
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#endif
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color *= exposureParams.compensationFactor * bloomStrength;
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@ -43,11 +43,14 @@ varying vec3 vPosition;
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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#ifdef GL_ES
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying float nightRatio;
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#else
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centroid varying lowp vec4 varColor;
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centroid varying vec2 varTexCoord;
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centroid varying float nightRatio;
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#endif
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varying highp vec3 eyeVec;
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varying float nightRatio;
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@ -14,14 +14,17 @@ varying vec3 vPosition;
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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// The centroid keyword ensures that after interpolation the texture coordinates
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// lie within the same bounds when MSAA is en- and disabled.
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// This fixes the stripes problem with nearest-neighbor textures and MSAA.
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#ifdef GL_ES
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying float nightRatio;
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#else
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centroid varying lowp vec4 varColor;
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centroid varying vec2 varTexCoord;
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centroid varying float nightRatio;
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow uniforms
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@ -47,6 +50,7 @@ varying highp vec3 eyeVec;
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varying float nightRatio;
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varying vec3 sunTint;
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varying float nightFactor;
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// Color of the light emitted by the light sources.
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uniform vec3 artificialLight;
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const float e = 2.718281828459;
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