Shaders fixes and cleanup relief mapping code.
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@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)
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float find_intersection(vec2 dp, vec2 ds)
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float find_intersection(vec2 dp, vec2 ds)
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{
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{
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const int linear_steps = 10;
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const float depth_step = 1.0 / 24.0;
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const int binary_steps = 5;
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const float depth_step = 1.0 / linear_steps;
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float size = depth_step;
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float depth = 1.0;
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float depth = 1.0;
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float best_depth = 1.0;
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for (int i = 0 ; i < 24 ; i++) {
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for (int i = 0 ; i < linear_steps - 1 ; ++i) {
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float h = texture2D(normalTexture, dp + ds * depth).a;
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vec4 t = texture2D(normalTexture, dp + ds * depth);
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if (h >= depth)
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if (best_depth > 0.05)
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break;
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if (depth >= t.a)
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depth -= depth_step;
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best_depth = depth;
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depth -= size;
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}
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}
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depth = best_depth - size;
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return depth;
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for (int i = 0 ; i < binary_steps ; ++i) {
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size *= 0.5;
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vec4 t = texture2D(normalTexture, dp + ds * depth);
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if (depth >= t.a) {
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best_depth = depth;
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depth -= 2 * size;
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}
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depth += size;
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}
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return best_depth;
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}
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}
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float find_intersectionRGB(vec2 dp, vec2 ds) {
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float find_intersectionRGB(vec2 dp, vec2 ds) {
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const float iterations = 24.0;
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const float depth_step = 1.0 / 24.0;
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const float depth_step = 1.0 / iterations;
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float depth = 1.0;
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float depth = 1.0;
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for (int i = 0 ; i < iterations ; i++) {
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for (int i = 0 ; i < 24 ; i++) {
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float h = get_rgb_height(dp + ds * depth);
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float h = get_rgb_height(dp + ds * depth);
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if (h >= depth)
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if (h >= depth)
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break;
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break;
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@ -85,40 +69,41 @@ void main (void)
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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bool use_normalmap = false;
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#ifdef USE_NORMALMAPS
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#if USE_NORMALMAPS == 1
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if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
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if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
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normalTexturePresent = true;
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normalTexturePresent = true;
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}
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}
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#endif
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 eyeRay = normalize(tsEyeVec);
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vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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#if PARALLAX_OCCLUSION_MODE == 0
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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// Parallax occlusion with slope information
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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vec4 normal = texture2D(normalTexture, uv.xy);
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vec4 normal = texture2D(normalTexture, uv.xy);
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float h = normal.a * scale - bias;
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float h = normal.a * scale - bias;
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uv += h * normal.z * eyeRay.xy;
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uv += h * normal.z * eyeRay;
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}
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}
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#endif
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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// Relief mapping
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersection(uv, ds);
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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uv += dist * ds;
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#endif
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#endif
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} else if (area_enable_parallax > 0.0) {
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} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersectionRGB(uv, ds);
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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uv += dist * ds;
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}
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}
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#endif
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#endif
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#ifdef USE_NORMALMAPS
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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bump = get_normal_map(uv);
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use_normalmap = true;
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use_normalmap = true;
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@ -136,7 +121,7 @@ void main (void)
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (-dX, -dY, NORMALMAPS_STRENGTH)), 1.0);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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use_normalmap = true;
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}
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}
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@ -145,9 +130,9 @@ void main (void)
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#ifdef ENABLE_BUMPMAPPING
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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vec3 L = normalize(lightVec);
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vec3 E = normalize(-eyeVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), -E), 0.0, 1.0), 1.0);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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float diffuse = dot(E,bump.xyz);
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float diffuse = dot(-E,bump.xyz);
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color = (diffuse + 0.1 * specular) * base.rgb;
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color = (diffuse + 0.1 * specular) * base.rgb;
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} else {
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} else {
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color = base.rgb;
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color = base.rgb;
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@ -41,7 +41,7 @@ void main(void)
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//Allow parallax/relief mapping only for certain kind of nodes
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//Allow parallax/relief mapping only for certain kind of nodes
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//Variable is also used to control area of the effect
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//Variable is also used to control area of the effect
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
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area_enable_parallax = 1.0;
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area_enable_parallax = 1.0;
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#else
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#else
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area_enable_parallax = 0.0;
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area_enable_parallax = 0.0;
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@ -94,7 +94,7 @@ void main(void)
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// Don't generate heightmaps when too far from the eye
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// Don't generate heightmaps when too far from the eye
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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if (dist > 100.0) {
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if (dist > 120.0) {
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area_enable_parallax = 0.0;
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area_enable_parallax = 0.0;
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}
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}
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@ -103,7 +103,7 @@ void main(void)
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vec3 normal, tangent, binormal;
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
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binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
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vec3 v;
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vec3 v;
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@ -111,13 +111,13 @@ void main(void)
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v.x = dot(lightVec, tangent);
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v.x = dot(lightVec, tangent);
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v.y = dot(lightVec, binormal);
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v.y = dot(lightVec, binormal);
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v.z = dot(lightVec, normal);
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v.z = dot(lightVec, normal);
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tsLightVec = v;
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tsLightVec = normalize (v);
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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v.x = dot(eyeVec, tangent);
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v.x = dot(eyeVec, tangent);
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v.y = dot(eyeVec, binormal);
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v.y = dot(eyeVec, binormal);
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v.z = dot(eyeVec, normal);
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v.z = dot(eyeVec, normal);
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tsEyeVec = v;
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tsEyeVec = normalize (v);
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vec4 color;
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vec4 color;
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float day = gl_Color.r;
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float day = gl_Color.r;
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@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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shaders_header += "\n";
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shaders_header += "\n";
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}
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}
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shaders_header += "#define USE_NORMALMAPS ";
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if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
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if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
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shaders_header += "#define USE_NORMALMAPS\n";
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shaders_header += "1\n";
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else
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shaders_header += "0\n";
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if (g_settings->getBool("enable_waving_water")){
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if (g_settings->getBool("enable_waving_water")){
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shaders_header += "#define ENABLE_WAVING_WATER 1\n";
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shaders_header += "#define ENABLE_WAVING_WATER 1\n";
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