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https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/highfidelity/hifi into one
This commit is contained in:
commit
652c754373
12 changed files with 71 additions and 72 deletions
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@ -787,7 +787,7 @@ Rectangle {
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}
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lightboxPopup.button2text = "CONFIRM";
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lightboxPopup.button2method = function() {
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Commerce.replaceContentSet(root.itemHref);
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Commerce.replaceContentSet(root.itemHref, root.certificateId);
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lightboxPopup.visible = false;
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rezzedNotifContainer.visible = true;
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rezzedNotifContainerTimer.start();
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@ -17,7 +17,6 @@ std::string GL41Backend::getBackendShaderHeader() const {
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static const std::string header(
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R"SHADER(#version 410 core
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#define GPU_GL410
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#define PRECISIONQ
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#define BITFIELD int
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)SHADER");
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return header;
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@ -18,7 +18,6 @@ std::string GL45Backend::getBackendShaderHeader() const {
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static const std::string header(
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R"SHADER(#version 450 core
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#define GPU_GL450
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#define PRECISIONQ
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#define BITFIELD int
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)SHADER"
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#ifdef GPU_SSBO_TRANSFORM_OBJECT
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@ -17,10 +17,9 @@ std::string GLESBackend::getBackendShaderHeader() const {
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static const std::string header(
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R"SHADER(#version 310 es
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#extension GL_EXT_texture_buffer : enable
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precision lowp float; // check precision 2
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precision lowp samplerBuffer;
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precision lowp sampler2DShadow;
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#define PRECISIONQ highp
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precision highp float;
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precision highp samplerBuffer;
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precision highp sampler2DShadow;
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#define BITFIELD highp int
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)SHADER");
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return header;
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@ -50,47 +50,50 @@ enum Type : uint8_t {
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};
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// Array providing the size in bytes for a given scalar type
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static const int TYPE_SIZE[NUM_TYPES] = {
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4,
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4,
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4,
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2,
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2,
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2,
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1,
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1,
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4, // FLOAT
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4, // INT32
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4, // UINT32
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2, // HALF
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2, // INT16
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2, // UINT16
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1, // INT8
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1, // UINT8
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// normalized values
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4,
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4,
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2,
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2,
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1,
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1,
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4,
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4, // NINT32
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4, // NUINT32
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2, // NINT16
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2, // NUINT16
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1, // NINT8
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1, // NUINT8
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1, // NUINT2
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1, // NINT2_10_10_10
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1
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1, // COMPRESSED
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};
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// Array answering the question Does this type is integer or not
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static const bool TYPE_IS_INTEGER[NUM_TYPES] = {
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false,
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true,
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true,
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false,
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true,
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true,
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true,
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true,
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false, // FLOAT
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true, // INT32
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true, // UINT32
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false, // HALF
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true, // INT16
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true, // UINT16
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true, // INT8
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true, // UINT8
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// Normalized values
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false,
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false,
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false,
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false,
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false,
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false,
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false,
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false, // NINT32
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false, // NUINT32
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false, // NINT16
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false, // NUINT16
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false, // NINT8
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false, // NUINT8
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false, // NUINT2
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false, // NINT2_10_10_10
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false,
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false, // COMPRESSED
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};
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// Dimension of an Element
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@ -367,9 +370,9 @@ public:
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static const Element PART_DRAWCALL;
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protected:
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uint8 _semantic;
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uint8 _dimension : 4;
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uint8 _type : 4;
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uint16 _semantic : 7;
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uint16 _dimension : 4;
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uint16 _type : 5;
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};
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@ -34,7 +34,7 @@ vec3 getLightIrradiance(Light l) { return lightIrradiance_getIrradiance(l.irradi
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// Light Ambient
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struct LightAmbient {
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PRECISIONQ vec4 _ambient;
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vec4 _ambient;
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SphericalHarmonics _ambientSphere;
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mat4 transform;
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};
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@ -14,9 +14,9 @@
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#define LightIrradianceConstRef LightIrradiance
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struct LightIrradiance {
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PRECISIONQ vec4 colorIntensity;
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vec4 colorIntensity;
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// falloffRadius, cutoffRadius, falloffSpot, spare
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PRECISIONQ vec4 attenuation;
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vec4 attenuation;
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};
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@ -16,8 +16,8 @@
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#define LightVolumeConstRef LightVolume
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struct LightVolume {
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PRECISIONQ vec4 positionRadius;
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PRECISIONQ vec4 directionSpotCos;
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vec4 positionRadius;
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vec4 directionSpotCos;
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};
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bool lightVolume_isPoint(LightVolume lv) { return bool(lv.directionSpotCos.w < 0.f); }
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@ -15,10 +15,10 @@
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// to what is provided by the uniform buffer, or the material key has the wrong bits
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struct Material {
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PRECISIONQ vec4 _emissiveOpacity;
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PRECISIONQ vec4 _albedoRoughness;
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PRECISIONQ vec4 _fresnelMetallic;
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PRECISIONQ vec4 _scatteringSpare2Key;
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vec4 _emissiveOpacity;
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vec4 _albedoRoughness;
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vec4 _fresnelMetallic;
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vec4 _scatteringSpare2Key;
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};
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uniform materialBuffer {
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@ -64,7 +64,4 @@ const BITFIELD OCCLUSION_MAP_BIT = 0x00004000;
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const BITFIELD LIGHTMAP_MAP_BIT = 0x00008000;
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const BITFIELD SCATTERING_MAP_BIT = 0x00010000;
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#ifdef GL_ES
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precision lowp float;
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#endif
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<@endif@>
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@ -16,15 +16,15 @@
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#define SphericalHarmonicsConstRef SphericalHarmonics
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struct SphericalHarmonics {
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PRECISIONQ vec4 L00;
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PRECISIONQ vec4 L1m1;
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PRECISIONQ vec4 L10;
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PRECISIONQ vec4 L11;
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PRECISIONQ vec4 L2m2;
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PRECISIONQ vec4 L2m1;
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PRECISIONQ vec4 L20;
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PRECISIONQ vec4 L21;
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PRECISIONQ vec4 L22;
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vec4 L00;
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vec4 L1m1;
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vec4 L10;
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vec4 L11;
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vec4 L2m2;
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vec4 L2m1;
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vec4 L20;
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vec4 L21;
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vec4 L22;
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};
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vec4 sphericalHarmonics_evalSphericalLight(SphericalHarmonicsConstRef sh, vec3 direction) {
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@ -14,10 +14,10 @@
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<@func declareLightingModel()@>
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struct LightingModel {
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PRECISIONQ vec4 _UnlitEmissiveLightmapBackground;
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PRECISIONQ vec4 _ScatteringDiffuseSpecularAlbedo;
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PRECISIONQ vec4 _AmbientDirectionalPointSpot;
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PRECISIONQ vec4 _ShowContourObscuranceWireframe;
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vec4 _UnlitEmissiveLightmapBackground;
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vec4 _ScatteringDiffuseSpecularAlbedo;
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vec4 _AmbientDirectionalPointSpot;
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vec4 _ShowContourObscuranceWireframe;
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};
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uniform lightingModelBuffer{
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@ -106,10 +106,11 @@ public slots:
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void mute(const QUuid& nodeID);
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/**jsdoc
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* Get the user name and machine fingerprint associated with the given UUID. This will only do anything if you're an admin
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* of the domain you're in.
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* @function Users.getUsernameFromID
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* @param {Uuid} nodeID The node or session ID of the user whose username you want.
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* Request the user name and machine fingerprint associated with the given UUID. The user name will be returned in a
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* {@link Users.usernameFromIDReply|usernameFromIDReply} signal. This will only do anything if you're an admin of the domain
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* you're in.
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* @function Users.requestUsernameFromID
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* @param {Uuid} nodeID The node or session ID of the user whose user name you want.
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*/
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void requestUsernameFromID(const QUuid& nodeID);
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@ -170,7 +171,8 @@ signals:
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void enteredIgnoreRadius();
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/**jsdoc
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* Notifies scripts of the user name and machine fingerprint associated with a UUID.
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* Triggered in response to a {@link Users.requestUsernameFromID|requestUsernameFromID} call. Provides the user name and
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* machine fingerprint associated with a UUID.
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* Username and machineFingerprint will be their default constructor output if the requesting user isn't an admin.
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* @function Users.usernameFromIDReply
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* @param {Uuid} nodeID
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