port from perforce
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@@ -0,0 +1,114 @@
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#define float4 vec4
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#define float3 vec3
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#define float2 vec2
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varying vec3 normal;
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varying vec2 texture_coordinate_1;
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varying vec4 position;
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varying vec4 thecolor;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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mat4 Billboard;
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vec4 glVertex=gl_Vertex;
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vec4 Next_Position;
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//gl_Position = gl_TextureMatrix[0] * gl_Vertex;
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float4 MotionBlurPos_current=gl_TextureMatrix[0]*gl_Vertex;
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float4 MotionBlurPos_previous=gl_TextureMatrix[1]*gl_Vertex;
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float3 MotionBlurmotionVector=MotionBlurPos_current.xyz-MotionBlurPos_previous.xyz;
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float4 MotionBlurNormalDirection=float4 (0.0,0.0,0.0,0.0)-gl_Vertex.xyzz;
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MotionBlurNormalDirection= -gl_Normal.xyzz*1.0;
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///MotionBlurNormalDirection=gl_TextureMatrix[0]*MotionBlurNormalDirection;
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// normalize (MotionBlurNormalDirection);
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float MotionBlurflag=dot (MotionBlurmotionVector.xyz,MotionBlurNormalDirection.xyz);
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float4 MotionBlurstretch;
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float smm=0.0;
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if (MotionBlurflag>-0.0)
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{
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MotionBlurstretch = MotionBlurPos_current+(MotionBlurPos_previous-MotionBlurPos_current)*1.0;
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smm=1.0;
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}
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else
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{
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smm=0.3;
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MotionBlurstretch= MotionBlurPos_current;
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}
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//MotionBlurstretch = MotionBlurPos_current+(MotionBlurPos_previous-MotionBlurPos_current)*1.0;
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//MotionBlurPos_current.xyz=MotionBlurPos_current.xyz/MotionBlurPos_current.w;
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//MotionBlurstretch.xyz=MotionBlurstretch.xyz/MotionBlurstretch.w;
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//MotionBlurstretch=MotionBlurPos_previous;
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gl_Position = gl_ModelViewProjectionMatrix* MotionBlurstretch;
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float3 MotionBlur_dP=MotionBlurstretch.xyz-MotionBlurPos_current.xyz;
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float4 Mot=MotionBlur_dP.xyzz;
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Mot=gl_ModelViewProjectionMatrix*Mot;
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MotionBlur_dP.xyz=Mot.xyz;
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MotionBlur_dP+=float3 (1.0);
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MotionBlur_dP*=0.5;
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thecolor =MotionBlur_dP.xyzz;
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//thecolor =MotionBlurNormalDirection.xyzz;
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//thecolor=float4 (smm);
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//thecolor=(MotionBlurPos_previous-MotionBlurPos_current).xyzz+float4 (0.5,0.5,0.5,0.5);
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//thecolor=gl_TextureMatrix[0]*gl_Normal.xyzz;
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//gl_Position= gl_ModelViewProjectionMatrix*gl_TextureMatrix[0]*gl_Vertex;
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//thecolor=MotionBlurstretch.xyzz;
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// Transforming The Normal To ModelView-Space
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// normal = gl_NormalMatrix * gl_Normal;
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//normal = gl_Normal;
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//texture_coordinate_1 = vec2(gl_MultiTexCoord0);
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//position=(glVertex).xyzw;
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//ShadowPosZ= ProjectionMatrix * gl_TextureMatrix[0]*gl_Vertex;
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//position=g
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// Transforming The Vertex Position To ModelView-Space
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// vec4 vertex_in_modelview_space = gl_ModelViewMatrx * gl_Vertex;
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// Calculating The Vector From The Vertex Position To The Light Position
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// vertex_to_light_vector = vec3(gl_LightSource[0].position – vertex_in_modelview_space);
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}
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