STKAnimatedMesh: Support for rimlit karts
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@@ -1,35 +1,26 @@
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#version 130
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uniform sampler2D tex;
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uniform int hastex;
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uniform float objectid;
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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noperspective in vec3 nor;
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noperspective in vec3 eyenor;
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noperspective in vec3 viewpos;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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noperspective in vec3 normal;
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in vec2 uv;
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out vec4 FragColor;
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void main() {
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float rim = 1.0 - dot(eyenor, viewpos);
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float rim = 1.0 - dot(normal, vec3(0., 0., -1));
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rim = smoothstep(0.5, 1.5, rim) * 0.35;
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vec4 color;
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if (hastex != 0) {
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vec4 col = texture(tex, gl_TexCoord[0].xy);
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if (col.a < 0.1)
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discard;
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col.xyz += rim;
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color = col;
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} else {
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color = gl_Color + vec4(vec3(rim), 0.0);
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}
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Albedo = vec4(color.xyz, 1.);
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(1. - color.a);
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vec4 color = texture(Albedo, uv);
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
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float ao = texture(SSAO, tc).x;
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vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
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FragColor = vec4(color.xyz * LightFactor + rim, 1.);
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}
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@@ -1,15 +1,16 @@
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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noperspective out vec3 nor;
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noperspective out vec3 eyenor;
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noperspective out vec3 viewpos;
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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in vec4 Color;
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out vec2 uv;
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noperspective out vec3 normal;
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void main() {
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nor = gl_NormalMatrix * gl_Normal;
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eyenor = gl_NormalMatrix * gl_Normal;
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viewpos = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FrontColor = gl_Color;
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normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz;
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uv = Texcoord;
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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}
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@@ -242,6 +242,7 @@ void Shaders::loadShaders()
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MeshShader::ObjectPass1Shader::init();
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MeshShader::ObjectRefPass1Shader::init();
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MeshShader::ObjectPass2Shader::init();
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MeshShader::ObjectRimLimitShader::init();
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MeshShader::UntexturedObjectShader::init();
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MeshShader::ObjectRefPass2Shader::init();
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MeshShader::SphereMapShader::init();
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@@ -369,6 +370,48 @@ namespace MeshShader
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint ObjectRimLimitShader::Program;
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GLuint ObjectRimLimitShader::attrib_position;
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GLuint ObjectRimLimitShader::attrib_texcoord;
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GLuint ObjectRimLimitShader::attrib_normal;
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GLuint ObjectRimLimitShader::uniform_MVP;
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GLuint ObjectRimLimitShader::uniform_TIMV;
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GLuint ObjectRimLimitShader::uniform_Albedo;
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GLuint ObjectRimLimitShader::uniform_DiffuseMap;
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GLuint ObjectRimLimitShader::uniform_SpecularMap;
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GLuint ObjectRimLimitShader::uniform_SSAO;
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GLuint ObjectRimLimitShader::uniform_screen;
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GLuint ObjectRimLimitShader::uniform_ambient;
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void ObjectRimLimitShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/objectpass_rimlit.vert").c_str(), file_manager->getAsset("shaders/objectpass_rimlit.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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}
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void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
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glUniform1i(uniform_Albedo, TU_Albedo);
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glUniform1i(uniform_DiffuseMap, TU_DiffuseMap);
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glUniform1i(uniform_SpecularMap, TU_SpecularMap);
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glUniform1i(uniform_SSAO, TU_SSAO);
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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GLuint UntexturedObjectShader::Program;
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GLuint UntexturedObjectShader::attrib_position;
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GLuint UntexturedObjectShader::attrib_color;
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@@ -59,6 +59,17 @@ public:
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class ObjectRimLimitShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_normal, attrib_texcoord;
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static GLuint uniform_MVP, uniform_TIMV, uniform_Albedo, uniform_DiffuseMap, uniform_SpecularMap, uniform_SSAO, uniform_screen, uniform_ambient;
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static void init();
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static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_Albedo, unsigned TU_DiffuseMap, unsigned TU_SpecularMap, unsigned TU_SSAO);
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};
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class UntexturedObjectShader
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{
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public:
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@@ -3,6 +3,7 @@
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#include <IMaterialRenderer.h>
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#include <ISkinnedMesh.h>
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#include "graphics/irr_driver.hpp"
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#include "config/user_config.hpp"
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using namespace irr;
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@@ -16,6 +17,39 @@ const core::vector3df& scale) :
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firstTime = true;
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}
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void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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{
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR);
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if (irr_driver->getLightViz())
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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else
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{
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GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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setTexture(1, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP1))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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setTexture(2, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_TMP2))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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setTexture(3, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_SSAO))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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if (!UserConfigParams::m_ssao)
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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glUseProgram(MeshShader::ObjectRimLimitShader::Program);
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MeshShader::ObjectRimLimitShader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0, 1, 2, 3);
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glBindVertexArray(mesh.vao_second_pass);
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glDrawElements(ptype, count, itype, 0);
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}
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void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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{
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@@ -51,6 +85,8 @@ void STKAnimatedMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
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drawObjectRefPass2(mesh, ModelViewProjectionMatrix);
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else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
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drawObjectRimLimit(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
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else
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drawObjectPass2(mesh, ModelViewProjectionMatrix);
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break;
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@@ -69,6 +105,8 @@ isObjectPass(video::E_MATERIAL_TYPE type)
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return true;
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if (type == irr_driver->getShader(ES_OBJECTPASS_REF))
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return true;
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if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
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return true;
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return false;
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}
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@@ -711,6 +711,11 @@ void initvaostate(GLMesh &mesh, video::E_MATERIAL_TYPE type)
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::ObjectRefPass2Shader::attrib_position, MeshShader::ObjectRefPass2Shader::attrib_texcoord, -1, -1, -1, -1, -1, mesh.Stride);
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}
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else if (type == irr_driver->getShader(ES_OBJECTPASS_RIMLIT))
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::ObjectRimLimitShader::attrib_position, MeshShader::ObjectRimLimitShader::attrib_texcoord, -1, MeshShader::ObjectRimLimitShader::attrib_normal, -1, -1, -1, mesh.Stride);
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}
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else if (type == irr_driver->getShader(ES_GRASS) || type == irr_driver->getShader(ES_GRASS_REF))
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{
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mesh.vao_second_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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