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Re-submission of the Volumetric Fog PR, with cleanup.
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62 changed files with 2541 additions and 6 deletions
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//-----------------------------------------------------------------------------
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// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
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// http://www.richardsgamestudio.com/
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//
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// If you find this code useful or you are feeling particularly generous I
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// would ask that you please go to http://www.richardsgamestudio.com/ then
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// choose Donations from the menu on the left side and make a donation to
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// Richards Game Studio. It will be highly appreciated.
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//
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// The MIT License:
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Volumetric Fog Glow postFx pixel shader V1.00
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uniform sampler2D diffuseMap;
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uniform float strength;
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out vec4 OUT_col;
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in vec2 uv0;
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in vec2 uv1;
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in vec2 uv2;
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in vec2 uv3;
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in vec2 uv4;
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in vec2 uv5;
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in vec2 uv6;
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in vec2 uv7;
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void main()
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{
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vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * strength;
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OUT_col = vec4(0);
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OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
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OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
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OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
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OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
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OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
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OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
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OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
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OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
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// Calculate a lumenance value in the alpha so we
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// can use alpha test to save fillrate.
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vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
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OUT_col.a = dot( OUT_col.rgb, rgb2lum );
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}
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