* Updated to latest version of Nifty GUI 1.3
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7270 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -4,30 +4,28 @@ uniform COLORTEXTURE m_Texture;
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uniform float m_ExposurePow;
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uniform float m_ExposureCutoff;
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in vec2 texCoord;
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in vec2 texCoord;
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#ifdef HAS_GLOWMAP
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uniform sampler2D m_GlowMap;
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#endif
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void main(void)
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{
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void main(){
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vec4 color;
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#ifdef DO_EXTRACT
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color = getColor(m_Texture, texCoord);
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if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) {
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color = vec4(0.0);
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}else{
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color = pow(color,vec4(m_ExposurePow));
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}
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color = getColor(m_Texture, texCoord);
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if ( (color.r + color.g + color.b) / 3.0 < m_ExposureCutoff ) {
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color = vec4(0.0);
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}else{
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color = pow(color, vec4(m_ExposurePow));
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}
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#endif
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#ifdef HAS_GLOWMAP
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vec4 glowColor = texture2D( m_GlowMap, texCoord );
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glowColor = pow(glowColor,vec4(m_ExposurePow));
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color+=glowColor;
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glowColor = pow(glowColor, vec4(m_ExposurePow));
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color += glowColor;
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#endif
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gl_FragColor = color;
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@ -1,6 +1,7 @@
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#extension GL_ARB_texture_multisample : enable
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uniform int m_NumSamples;
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uniform int m_NumSamplesDepth;
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#ifdef RESOLVE_MS
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#define COLORTEXTURE sampler2DMS
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#else
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@ -9,7 +10,6 @@ uniform int m_NumSamplesDepth;
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#ifdef RESOLVE_DEPTH_MS
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#define DEPTHTEXTURE sampler2DMS
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#else
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#define DEPTHTEXTURE sampler2D
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#endif
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@ -17,10 +17,10 @@ uniform int m_NumSamplesDepth;
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vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
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ivec2 iTexC = ivec2(texC * textureSize(tex));
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vec4 color = vec4(0.0);
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for (int i=0;i<numSamples;i++){
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for (int i = 0; i < numSamples; i++){
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color += texelFetch(tex, iTexC, i);
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}
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return color/numSamples;
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return color / numSamples;
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}
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vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
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@ -32,11 +32,11 @@ vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
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return texelFetch(tex, iTexC, sample);
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}
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vec4 getColor(in sampler2D tex,in vec2 texC){
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vec4 getColor(in sampler2D tex, in vec2 texC){
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return texture2D(tex,texC);
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}
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vec4 getColor(in sampler2DMS tex,in vec2 texC){
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vec4 getColor(in sampler2DMS tex, in vec2 texC){
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return textureFetch(tex,texC,m_NumSamples);
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}
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