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Fix white gfx on linux / intel gpus. These optimisations originally came from toxieainc
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c5f9a3ad26
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@ -337,6 +337,16 @@ float CalcFog()
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return fog;
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}
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float Sqr(float a)
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{
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return a*a;
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}
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float SqrLength(vec2 a)
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{
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return a.x*a.x + a.y*a.y;
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}
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void WriteOutputs(vec4 colour, int layer)
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{
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vec4 blank = vec4(0.0);
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@ -249,6 +249,8 @@ float CalcFog();
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void Step15Luminous(inout vec4 colour);
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vec4 GetTextureValue();
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void WriteOutputs(vec4 colour, int layer);
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float Sqr(float a);
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float SqrLength(vec2 a);
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void QuadraticInterpolation()
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{
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@ -354,16 +356,6 @@ void QuadraticInterpolation()
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gl_FragDepth = depth * 0.5 + 0.5;
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}
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float sqr(float a)
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{
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return a*a;
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}
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float sqr_length(vec2 a)
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{
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return a.x*a.x + a.y*a.y;
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}
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void main()
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{
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vec4 tex1Data;
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@ -389,7 +381,7 @@ void main()
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}
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float ellipse;
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ellipse = sqr_length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center
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ellipse = SqrLength((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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@ -414,7 +406,7 @@ void main()
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// inverse-linear falloff
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// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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// y = 1 / (d/r + 1)^2
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range = 1.0 / sqr(d * inv_r - 1.0);
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range = 1.0 / Sqr(d * inv_r - 1.0);
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range *= enable;
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}
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@ -122,6 +122,8 @@ float CalcFog();
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void Step15Luminous(inout vec4 colour);
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vec4 GetTextureValue();
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void WriteOutputs(vec4 colour, int layer);
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float Sqr(float a);
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float SqrLength(vec2 a);
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void main()
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{
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@ -150,8 +152,7 @@ void main()
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}
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float ellipse;
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ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);
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ellipse = pow(ellipse, 2.0); // decay rate = square of distance from center
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ellipse = SqrLength((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw); // decay rate = square of distance from center
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ellipse = 1.0 - ellipse; // invert
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ellipse = max(0.0, ellipse); // clamp
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@ -176,7 +177,7 @@ void main()
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// inverse-linear falloff
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// Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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// y = 1 / (d/r + 1)^2
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range = 1.0 / pow(d * inv_r - 1.0, 2.0);
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range = 1.0 / Sqr(d * inv_r - 1.0);
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range *= enable;
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}
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