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Implement CFluidPlaneGPU for GPU-computed water ripples
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@@ -15,7 +15,7 @@ static const char* LightingGLSL =
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"};\n"
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"struct Fog\n"
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"{\n"
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" uint mode;\n"
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" int mode;\n"
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" vec4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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@@ -32,13 +32,13 @@ static const char* LightingGLSL =
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
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"vec4 LightingFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
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"{\n"
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" vec4 ret = ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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@@ -47,7 +47,7 @@ static const char* LightingGLSL =
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return ret;\n"
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@@ -64,7 +64,7 @@ static const char* LightingShadowGLSL =
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"};\n"
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"struct Fog\n"
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"{\n"
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" uint mode;\n"
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" int mode;\n"
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" vec4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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@@ -81,14 +81,14 @@ static const char* LightingShadowGLSL =
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingShadowFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
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"vec4 LightingShadowFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
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"{\n"
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" vec2 shadowUV = vtf.extTcgs[0];\n"
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" shadowUV.y = 1.0 - shadowUV.y;\n"
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" \n"
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" vec4 ret = ambient;\n"
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" \n"
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" vec3 delta = mvPosIn.xyz - lights[0].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[0].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
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@@ -97,12 +97,12 @@ static const char* LightingShadowGLSL =
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" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
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" lights[0].angAtt[1] * angDot +\n"
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" lights[0].angAtt[0];\n"
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" ret += lights[0].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0) *\n"
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" ret += lights[0].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0) *\n"
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" texture(extTex7, shadowUV).r;\n"
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" \n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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@@ -111,7 +111,7 @@ static const char* LightingShadowGLSL =
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return ret;\n"
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