diff options
| author | Geenz <geenz@geenzo.com> | 2013-04-15 19:40:12 -0400 | 
|---|---|---|
| committer | Geenz <geenz@geenzo.com> | 2013-04-15 19:40:12 -0400 | 
| commit | c72c3691ecf83875d4ee3e0784b3e76cb4b4633a (patch) | |
| tree | 7959f729f94b8fcd85bb3b32a7b5bb271c746b47 /indra/newview/app_settings | |
| parent | 39544a3b06e3221602444eb81c7df8c1030c6bb5 (diff) | |
| parent | fafa21315f043ab51e3373e825c85646685778a6 (diff) | |
Merged Graham's stuff amongst others.
Diffstat (limited to 'indra/newview/app_settings')
6 files changed, 561 insertions, 27 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 43ed41a205..ff30560adc 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -26,22 +26,28 @@  ATTRIBUTE vec4 weight4;   -uniform mat4 matrixPalette[32]; +uniform mat4 matrixPalette[64];  mat4 getObjectSkinnedTransform()  { -	int i;  -	vec4 w = fract(weight4); -	vec4 index = floor(weight4); -	 -	float scale = 1.0/(w.x+w.y+w.z+w.w); -	w *= scale; +	float w0 = fract(weight4.x); +	float w1 = fract(weight4.y); +	float w2 = fract(weight4.z); +	float w3 = fract(weight4.w); +			 +	int i0 = int(floor(weight4.x)); +	int i1 = int(floor(weight4.y)); +	int i2 = int(floor(weight4.z)); +	int i3 = int(floor(weight4.w)); + +	//float scale = 1.0/(w.x+w.y+w.z+w.w); +	//w *= scale; -	mat4 mat = matrixPalette[int(index.x)]*w.x; -	mat += matrixPalette[int(index.y)]*w.y; -	mat += matrixPalette[int(index.z)]*w.z; -	mat += matrixPalette[int(index.w)]*w.w; +	mat4 mat = matrixPalette[i0]*w0; +	mat += matrixPalette[i1]*w1; +	mat += matrixPalette[i2]*w2; +	mat += matrixPalette[i3]*w3;  	return mat;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index eb0c546af7..00717cd6a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -81,12 +81,10 @@ uniform vec4 specular_color;  uniform float shadow_offset; -vec2 calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  { -	vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));  	float a = pow(max(dot(n,l),0.0), 0.7); -	refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6); -	return vec2(a, refl.x); +	return vec3(a,a,a);  }  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -144,8 +142,9 @@ void main()  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); -	vec2 slight = calcDirectionalLight(normal, light_position[0].xyz); -	vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(normal, l); +	     dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);  	vec4 color = diff * col; @@ -155,13 +154,24 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); +#ifdef MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		 +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else  	for (int i = 2; i < 8; i++)  	{  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} +#endif -	vec3 n = normalize(reflect(vary_position.xyz, normal.xyz)); -	n = vec3(dot(n, light_position[0].xyz));  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 10e9670894..e872dadcc1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -114,7 +114,10 @@ void main()  	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; +	vec3 n = vary_norm; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(n, l); +	dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color.a);  	vec4 color = diff * col; @@ -123,12 +126,23 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); - +#if MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else  	for (int i = 2; i < 8; i++)  	{  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} -	 +#endif  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 7bc6a9b1dd..486e806434 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -83,10 +83,10 @@ uniform mat3 env_mat;  uniform vec4 specular_color; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  }  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -208,9 +208,9 @@ void main()  	{  		shadow = 1.0;  	} -	  #if INDEX_MODE == INDEXED +	  	vec4 diff = diffuseLookup(vary_texcoord0.xy);  #else  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); @@ -228,7 +228,9 @@ void main()  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); -	vec3 dlight = calcDirectionalLight(normal, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(normal, l); +	     dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);  	vec4 color = diff * col; @@ -238,12 +240,24 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); +#ifdef MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		 +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else  	for (int i = 2; i < 8; i++)  	{  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	} +#endif -	  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl new file mode 100644 index 0000000000..39a5a9894d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -0,0 +1,242 @@ +/**  + * @file alphaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; +VARYING vec3 vary_norm; + +uniform vec2 shadow_res; +uniform float shadow_bias; + +uniform mat4 inv_proj; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.7); +        return vec3(a,a,a); +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.7), 0.0);		 +	} + +	return da;	 +} + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos.xyz /= pos.w; +	pos.w = 1.0; +	return pos; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias; + +	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	 +	float cs = shadow2D(shadowMap, stc.xyz).x; +	float shadow = cs; +	 +    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                         +    return shadow*0.2; +} + + +void main()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	float shadow = 0.0; +	vec4 pos = vec4(vary_position, 1.0); +	 +	vec4 spos = pos; +		 +	if (spos.z > -shadow_clip.w) +	{	 +		vec4 lpos; +		 +		vec4 near_split = shadow_clip*-0.75; +		vec4 far_split = shadow_clip*-1.25; +		vec4 transition_domain = near_split-far_split; +		float weight = 0.0; + +		if (spos.z < near_split.z) +		{ +			lpos = shadow_matrix[3]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos)*w; +			weight += w; +			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +		} + +		if (spos.z < near_split.y && spos.z > far_split.z) +		{ +			lpos = shadow_matrix[2]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; +			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap2, lpos)*w; +			weight += w; +		} + +		if (spos.z < near_split.x && spos.z > far_split.y) +		{ +			lpos = shadow_matrix[1]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; +			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; +			shadow += pcfShadow(shadowMap1, lpos)*w; +			weight += w; +		} + +		if (spos.z > far_split.x) +		{ +			lpos = shadow_matrix[0]*spos; +							 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos)*w; +			weight += w; +		} +		 + +		shadow /= weight; + +	} +	else +	{ +		shadow = 1.0; +	} +	vec3 n = vary_norm; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(n, l); +	dlight = dlight * vary_directional.rgb * vary_pointlight_col; +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + +	vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); + +#if MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) \ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +#endif + +	color.rgb += diff.rgb * vary_pointlight_col * light_col; + +	frag_color = color;	 +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..566aefea6a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,248 @@ +/**  + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform float minimum_alpha; + +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; + +uniform vec2 shadow_res; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; + +vec3 calcDirectionalLight(vec3 n, vec3 l) +{ +        float a = pow(max(dot(n,l),0.0), 0.7); +        return vec3(a, a, a); +} + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = dot(lv,lv); +	 +	float da = 0.0; + +	if (d > 0.0 && la > 0.0 && fa > 0.0) +	{ +		//normalize light vector +		lv = normalize(lv); +	 +		//distance attenuation +		float dist2 = d/la; +		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + +		// spotlight coefficient. +		float spot = max(dot(-ln, lv), is_pointlight); +		da *= spot*spot; // GL_SPOT_EXPONENT=2 + +		//angular attenuation +		da *= max(pow(dot(n, lv), 0.7), 0.0);		 +	} + +	return da;	 +} + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos.xyz /= pos.w; +	pos.w = 1.0; +	return pos; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) +{ +	stc.xyz /= stc.w; +	stc.z += shadow_bias; + +	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here +	float cs = shadow2D(shadowMap, stc.xyz).x; +	 +	float shadow = cs; + +        shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +        shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                         +        return shadow*0.2; +} + + +void main()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	float shadow = 0.0; +	vec4 pos = vec4(vary_position, 1.0); +	 +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + +	if (diff.a < minimum_alpha) +	{ +		discard; +	} +	 +	vec4 spos = pos; +		 +	if (spos.z > -shadow_clip.w) +	{	 +		vec4 lpos; +		 +		vec4 near_split = shadow_clip*-0.75; +		vec4 far_split = shadow_clip*-1.25; +		vec4 transition_domain = near_split-far_split; +		float weight = 0.0; + +		if (spos.z < near_split.z) +		{ +			lpos = shadow_matrix[3]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap3, lpos)*w; +			weight += w; +			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +		} + +		if (spos.z < near_split.y && spos.z > far_split.z) +		{ +			lpos = shadow_matrix[2]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; +			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; +			shadow += pcfShadow(shadowMap2, lpos)*w; +			weight += w; +		} + +		if (spos.z < near_split.x && spos.z > far_split.y) +		{ +			lpos = shadow_matrix[1]*spos; +			 +			float w = 1.0; +			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; +			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; +			shadow += pcfShadow(shadowMap1, lpos)*w; +			weight += w; +		} + +		if (spos.z > far_split.x) +		{ +			lpos = shadow_matrix[0]*spos; +							 +			float w = 1.0; +			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +				 +			shadow += pcfShadow(shadowMap0, lpos)*w; +			weight += w; +		} +		 + +		shadow /= weight; +	} +	else +	{ +		shadow = 1.0; +	} +	vec3 n = vary_norm; +	vec3 l = light_position[0].xyz; +	vec3 dlight = calcDirectionalLight(n, l); +	dlight = dlight * vary_directional.rgb * vary_pointlight_col; +	 +	vec4 col = vec4(vary_ambient + dlight*shadow, 1.0); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); +	vec3 light_col = vec3(0,0,0); + +#if MAC_GEFORCE_HACK +  #define LIGHT_LOOP(i) +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + +	LIGHT_LOOP(1) +	LIGHT_LOOP(2) +	LIGHT_LOOP(3) +	LIGHT_LOOP(4) +	LIGHT_LOOP(5) +	LIGHT_LOOP(6) +	LIGHT_LOOP(7) +#else +	for (int i = 2; i < 8; i++) +	{ +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	} +#endif +	color.rgb += diff.rgb * vary_pointlight_col * light_col; + +	frag_color = color; +} + | 
