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Effect: Moved gbuffer shaders into aircraft to make 2020.4 accept the…
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… effects.

Sim: Bumped version to 3.56
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NikolaiVChr committed Jun 20, 2022
1 parent a2dcdb8 commit a76a03d
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Showing 4 changed files with 46 additions and 5 deletions.
8 changes: 4 additions & 4 deletions Models/Effects/fuselage/fuselage-base.eff
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Expand Up @@ -594,10 +594,10 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program n="0">
<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<vertex-shader n="0">Shaders4/deferred-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders4/deferred-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders4/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders4/gbuffer-encode.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
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25 changes: 25 additions & 0 deletions Shaders4/deferred-gbuffer.frag
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#version 120
#extension GL_EXT_gpu_shader4 : enable
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
//

varying vec3 ecNormal;
varying float alpha;
uniform int materialID;
uniform sampler2D texture;

void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);

void main() {
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
if (texel.a * alpha < 0.1)
discard;
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
float shininess = gl_FrontMaterial.shininess;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );

vec3 normal2 = normalize( (2.0 * gl_Color.a - 1.0) * ecNormal );
encode_gbuffer(normal2, gl_Color.rgb * texel.rgb, materialID, specular, shininess, emission, gl_FragCoord.z);
}
16 changes: 16 additions & 0 deletions Shaders4/deferred-gbuffer.vert
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// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
//
#version 120

varying vec3 ecNormal;
varying float alpha;
void main() {
ecNormal = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor.rgb = gl_Color.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = gl_Color.rgb; gl_BackColor.a = 0.0;
alpha = gl_Color.a;
}
2 changes: 1 addition & 1 deletion f16-base.xml
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Expand Up @@ -8,7 +8,7 @@
</settings>
</autopilot>
<sim>
<aircraft-version>3.55</aircraft-version>
<aircraft-version>3.56</aircraft-version>
<minimum-fg-version>2020.3</minimum-fg-version>
<!-- enable "parkpos=AVAILABLE" option for the F-16 -->
<dimensions>
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