Fix up whitespace in shaders.cpp
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f4992b80fc
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@ -104,43 +104,43 @@ static void initCubeVBO()
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{
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// From CSkyBoxSceneNode
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float corners[] =
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{
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// top side
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1., 1., -1.,
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1., 1., 1.,
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-1., 1., 1.,
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-1., 1., -1.,
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{
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// top side
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1., 1., -1.,
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1., 1., 1.,
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-1., 1., 1.,
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-1., 1., -1.,
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// Bottom side
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1., -1., 1.,
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1., -1., -1.,
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-1., -1., -1.,
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-1., -1., 1.,
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// Bottom side
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1., -1., 1.,
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1., -1., -1.,
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-1., -1., -1.,
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-1., -1., 1.,
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// right side
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1., -1, -1,
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1., -1, 1,
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1., 1., 1.,
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1., 1., -1.,
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// right side
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1., -1, -1,
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1., -1, 1,
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1., 1., 1.,
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1., 1., -1.,
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// left side
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-1., -1., 1.,
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-1., -1., -1.,
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-1., 1., -1.,
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-1., 1., 1.,
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// left side
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-1., -1., 1.,
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-1., -1., -1.,
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-1., 1., -1.,
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-1., 1., 1.,
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// back side
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-1., -1., -1.,
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1., -1, -1.,
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1, 1, -1.,
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-1, 1, -1.,
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// back side
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-1., -1., -1.,
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1., -1, -1.,
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1, 1, -1.,
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-1, 1, -1.,
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// front side
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1., -1., 1.,
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-1., -1., 1.,
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-1, 1., 1.,
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1., 1., 1.,
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};
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// front side
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1., -1., 1.,
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-1., -1., 1.,
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-1, 1., 1.,
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1., 1., 1.,
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};
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int indices[] = {
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4,
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@ -188,38 +188,38 @@ void Shaders::loadShaders()
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m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_SKYBOX] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_SPLATTING] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_WATER] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_WATER_SURFACE] = glsl(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_WATER]);
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m_callbacks[ES_WATER]);
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_GRASS] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_GRASS_REF] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_shaders[ES_BUBBLES] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_MOTIONBLUR] = glsl(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_MOTIONBLUR]);
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m_callbacks[ES_MOTIONBLUR]);
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m_shaders[ES_GAUSSIAN3H] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
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m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
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m_shaders[ES_GAUSSIAN3V] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_shaders[ES_MIPVIZ] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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m_shaders[ES_COLORIZE] = glslmat(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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@ -229,10 +229,10 @@ void Shaders::loadShaders()
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m_shaders[ES_SUNLIGHT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_DISPLACE] = glsl(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_DISPLACE]);
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m_callbacks[ES_DISPLACE]);
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m_shaders[ES_PASSFAR] = glsl(dir + "pass.vert", dir + "pass.frag",
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m_callbacks[ES_COLORIZE]);
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m_callbacks[ES_COLORIZE]);
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// Check that all successfully loaded
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for (s32 i = 0; i < ES_COUNT; i++) {
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@ -355,7 +355,7 @@ void Shaders::check(const int num) const
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if (m_shaders[num] == -1)
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{
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Log::error("shaders", "Shader %s failed to load. Update your drivers, if the issue "
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"persists, report a bug to us.", shader_names[num] + 3);
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"persists, report a bug to us.", shader_names[num] + 3);
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}
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}
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@ -959,7 +959,7 @@ namespace MeshShader
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glUseProgram(0);
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}
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void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
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void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
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const core::matrix4 &InverseModelMatrix,
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const core::matrix4 &TextureMatrix)
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{
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@ -1053,7 +1053,7 @@ namespace MeshShader
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glUseProgram(0);
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}
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void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
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void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
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const core::matrix4 &TextureMatrix)
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{
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if (UserConfigParams::m_ubo_disabled)
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@ -1099,7 +1099,7 @@ namespace MeshShader
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glUseProgram(0);
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}
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void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
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void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
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const core::vector3df &windDirection)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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@ -1402,9 +1402,9 @@ namespace MeshShader
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uniform_tex = glGetUniformLocation(Program, "tex");
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}
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void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
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const core::matrix4 &ProjectionMatrix,
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const core::vector3df &Position,
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void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
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const core::matrix4 &ProjectionMatrix,
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const core::vector3df &Position,
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const core::dimension2d<float> &size,
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unsigned TU_tex)
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{
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@ -1933,8 +1933,8 @@ namespace ParticleShader
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}
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void SimpleParticleRender::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix,
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const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex,
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const ParticleSystemProxy* particle_system)
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const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex,
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const ParticleSystemProxy* particle_system)
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{
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glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
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glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer());
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@ -2529,35 +2529,35 @@ namespace FullScreenShader
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SSAOSamples[63] = 0.772942f;
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// Generate another random distribution, if needed
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/* for (unsigned i = 0; i < 16; i++) {
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// Use double to avoid denorm and get a true uniform distribution
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// Generate z component between [0.1; 1] to avoid being too close from surface
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double z = rand();
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z /= RAND_MAX;
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z = 0.1 + 0.9 * z;
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/* for (unsigned i = 0; i < 16; i++) {
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// Use double to avoid denorm and get a true uniform distribution
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// Generate z component between [0.1; 1] to avoid being too close from surface
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double z = rand();
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z /= RAND_MAX;
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z = 0.1 + 0.9 * z;
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// Now generate x,y on the unit circle
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double x = rand();
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x /= RAND_MAX;
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x = 2 * x - 1;
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double y = rand();
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y /= RAND_MAX;
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y = 2 * y - 1;
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double xynorm = sqrt(x * x + y * y);
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x /= xynorm;
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y /= xynorm;
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// Now resize x,y so that norm(x,y,z) is one
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x *= sqrt(1. - z * z);
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y *= sqrt(1. - z * z);
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// Now generate x,y on the unit circle
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double x = rand();
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x /= RAND_MAX;
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x = 2 * x - 1;
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double y = rand();
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y /= RAND_MAX;
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y = 2 * y - 1;
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double xynorm = sqrt(x * x + y * y);
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x /= xynorm;
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y /= xynorm;
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// Now resize x,y so that norm(x,y,z) is one
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x *= sqrt(1. - z * z);
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y *= sqrt(1. - z * z);
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// Norm factor
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double w = rand();
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w /= RAND_MAX;
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SSAOSamples[4 * i] = (float)x;
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SSAOSamples[4 * i + 1] = (float)y;
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SSAOSamples[4 * i + 2] = (float)z;
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SSAOSamples[4 * i + 3] = (float)w;
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}*/
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// Norm factor
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double w = rand();
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w /= RAND_MAX;
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SSAOSamples[4 * i] = (float)x;
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SSAOSamples[4 * i + 1] = (float)y;
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SSAOSamples[4 * i + 2] = (float)z;
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SSAOSamples[4 * i + 3] = (float)w;
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}*/
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}
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void SSAOShader::setUniforms(const core::vector2df &screen, unsigned TU_dtex, unsigned TU_noise)
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