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Full Template for ticket #1
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Templates/Full/game/shaders/common/gl/projectedShadowP.glsl
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Templates/Full/game/shaders/common/gl/projectedShadowP.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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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varying vec2 texCoord;
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varying vec4 color;
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varying float fade;
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uniform sampler2D inputTex;
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uniform vec4 ambient;
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void main()
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{
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vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.4154f, 0.1721f);
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float esmFactor = 200.0;
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float lum = dot( ambient.rgb, LUMINANCE_VECTOR );
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gl_FragColor.rgb = ambient.rgb * lum;
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gl_FragColor.a = 0.0;
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float depth = texture2D(inputTex, texCoord).a;
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depth = depth * exp(depth - 10.0);
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depth = exp(esmFactor * depth) - 1.0;
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gl_FragColor.a = clamp(depth * 300.0, 0.0, 1.0) * (1.0 - lum) * fade * color.a;
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}
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