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tobi pushed a commit to branch master
in repository rbdoom3bfg.

commit 16f245305819cfe2d36f517ad3662a91c84865b7
Author: Tobias Frost <t...@coldtobi.de>
Date:   Sun Dec 11 14:11:05 2016 +0100

    New upstream version 1.1.0~preview3+dfsg+git20161019
---
 ChangeLog                           |  8 ++++++++
 neo/renderer/RenderProgs_embedded.h | 36 ++++++++++++++++++------------------
 2 files changed, 26 insertions(+), 18 deletions(-)

diff --git a/ChangeLog b/ChangeLog
index fd542c9..e015605 100644
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,11 @@
+2016-10-18  Robert Beckebans  <robert.beckeb...@gmail.com>
+
+       * Merge pull request #353 from shaneutt/master
+
+2016-10-14  Shane Utt  <shane...@gmail.com>
+
+       * Regenerate RenderProgs_embedded.h
+
 2016-08-06  Robert Beckebans  <robert.beckeb...@gmail.com>
 
        * Merge pull request #336 from TheLonerD/patch-1
diff --git a/neo/renderer/RenderProgs_embedded.h 
b/neo/renderer/RenderProgs_embedded.h
index 05b3c80..3c86c68 100644
--- a/neo/renderer/RenderProgs_embedded.h
+++ b/neo/renderer/RenderProgs_embedded.h
@@ -2364,8 +2364,8 @@ static const cgShaderDef_t cg_renderprogs[] =
                "float2 tapLocation( int sampleNumber, float spinAngle, out 
float ssR )\n"
                "{\n"
                "       // Radius relative to ssR\n"
-               "       float alpha = float( sampleNumber + 0.5 ) * ( 1.0 / 
NUM_SAMPLES );\n"
-               "       float angle = alpha * ( NUM_SPIRAL_TURNS * 6.28 ) + 
spinAngle;\n"
+               "       float alpha = ( float( sampleNumber ) + 0.5 ) * ( 1.0 / 
float( NUM_SAMPLES ) );\n"
+               "       float angle = alpha * ( float( NUM_SPIRAL_TURNS ) * 
6.28 ) + spinAngle;\n"
                "       \n"
                "       ssR = alpha;\n"
                "       return float2( cos( angle ), sin( angle ) );\n"
@@ -2563,7 +2563,7 @@ static const cgShaderDef_t cg_renderprogs[] =
                "#else\n"
                "       // Reconstruct normals from positions.\n"
                "       float3 n_C = reconstructNonUnitCSFaceNormal( C );\n"
-               "       // Since n_C is computed from the cross product of 
cmaera-space edge vectors from points at adjacent pixels, its magnitude will be 
proportional to the square of distance from the camera\n"
+               "       // Since n_C is computed from the cross product of 
camera-space edge vectors from points at adjacent pixels, its magnitude will be 
proportional to the square of distance from the camera\n"
                "       if( dot( n_C, n_C ) > ( square( C.z * C.z * 0.00006 ) ) 
) // if the threshold # is too big you will see black dots where we used a bad 
normal at edges, too small -> white\n"
                "       {\n"
                "               // The normals from depth should be very small 
values before normalization,\n"
@@ -2580,12 +2580,12 @@ static const cgShaderDef_t cg_renderprogs[] =
                "#endif\n"
                "       \n"
                "       // Hash function used in the HPG12 AlchemyAO paper\n"
-               "       float randomPatternRotationAngle = ( ( ( 3 * ssP.x ) ^ 
( ssP.y + ssP.x * ssP.y ) )\n"
+               "       float randomPatternRotationAngle = float( ( ( 3 * ssP.x 
) ^ ( ssP.y + ssP.x * ssP.y ) )\n"
                "#if TEMPORALLY_VARY_TAPS\n"
-               "                                                               
                 + rpJitterTexOffset.x\n"
+               "                                                               
           + rpJitterTexOffset.x\n"
                "#endif\n"
-               "                                                               
           ) * 10;\n"
-               "                                                               
           \n"
+               "                                                               
                        ) * 10.0;\n"
+               "                                                               
                        \n"
                "       // Choose the screen-space sample radius\n"
                "       // proportional to the projected area of the sphere\n"
                "       float ssDiskRadius = -projScale * radius / C.z;\n"
@@ -2608,13 +2608,13 @@ static const cgShaderDef_t cg_renderprogs[] =
                "       float sum = 0.0;\n"
                "       for( int i = 0; i < NUM_SAMPLES; ++i )\n"
                "       {\n"
-               "               sum += sampleAO( ssP, C, n_C, ssDiskRadius, i, 
randomPatternRotationAngle, CS_Z_buffer, 1 );\n"
+               "               sum += sampleAO( ssP, C, n_C, ssDiskRadius, i, 
randomPatternRotationAngle, CS_Z_buffer, 1.0 );\n"
                "       }\n"
                "       \n"
                "#if HIGH_QUALITY\n"
-               "       float A = pow( max( 0.0, 1.0 - sqrt( sum * ( 3.0 / 
NUM_SAMPLES ) ) ), intensity );\n"
+               "       float A = pow( max( 0.0, 1.0 - sqrt( sum * ( 3.0 / 
float( NUM_SAMPLES ) ) ) ), intensity );\n"
                "#else\n"
-               "       float A = max( 0.0, 1.0 - sum * intensityDivR6 * ( 5.0 
/ NUM_SAMPLES ) );\n"
+               "       float A = max( 0.0, 1.0 - sum * intensityDivR6 * ( 5.0 
/ float( NUM_SAMPLES ) ) );\n"
                "       // Anti-tone map to reduce contrast and drag dark 
region farther\n"
                "       // (x^0.2 + 1.2 * x^4)/2.2\n"
                "       //A = ( pow( A, 0.2 ) + 1.2 * A * A * A * A ) / 2.2;\n"
@@ -5035,8 +5035,8 @@ static const cgShaderDef_t cg_renderprogs[] =
                "float2 tapLocation( int sampleNumber, float spinAngle, float 
radialJitter, out float ssR )\n"
                "{\n"
                "       // Radius relative to ssR\n"
-               "       float alpha = float( sampleNumber + radialJitter ) * ( 
1.0 / NUM_SAMPLES );\n"
-               "       float angle = alpha * ( NUM_SPIRAL_TURNS * 6.28 ) + 
spinAngle;\n"
+               "       float alpha = ( float( sampleNumber ) + radialJitter) * 
( 1.0 / float( NUM_SAMPLES ) );\n"
+               "       float angle = alpha * ( float( NUM_SPIRAL_TURNS ) * 
6.28 ) + spinAngle;\n"
                "       \n"
                "       ssR = alpha;\n"
                "       return float2( cos( angle ), sin( angle ) );\n"
@@ -5222,7 +5222,7 @@ static const cgShaderDef_t cg_renderprogs[] =
                "       // E = radiosity_Y * dot(w_i, n_X) * weight_Y * 
float(dot(YminusX, YminusX) < radius2);\n"
                "       \n"
                "       if( ( dot( YminusX, YminusX ) < radius2 ) && // Radius 
check\n"
-               "                       ( weight_Y > 0 ) )\n"
+               "                       ( weight_Y > 0.0 ) )\n"
                "       {\n"
                "               E = radiosity_Y * dot( w_i, n_X );\n"
                "       }\n"
@@ -5352,7 +5352,7 @@ static const cgShaderDef_t cg_renderprogs[] =
                "       float ssDiskRadius = -projScale * radius / C.z;\n"
                "       \n"
                "       // Hash function used in the HPG12 AlchemyAO paper\n"
-               "       float randomPatternRotationAngle = ( 3 * ssC.x ^ ssC.y 
+ ssC.x * ssC.y ) * 10;\n"
+               "       float randomPatternRotationAngle = float( 3 * ssC.x ^ 
ssC.y + ssC.x * ssC.y ) * 10.0;\n"
                "#if TEMPORALLY_VARY_TAPS\n"
                "       randomPatternRotationAngle += rpJitterTexOffset.x;\n"
                "#endif\n"
@@ -5372,23 +5372,23 @@ static const cgShaderDef_t cg_renderprogs[] =
                "               sampleIndirectLight( ssC, C, n_C, C_peeled, 
n_C_peeled, ssDiskRadius, i, randomPatternRotationAngle, radialJitter, 
CS_Z_buffer, normal_buffer, colorBuffer, irradianceSum, numSamplesUsed, 
ii_peeled, peeledSum );\n"
                "       }\n"
                "       \n"
-               "       const float solidAngleHemisphere = 2 * PI;\n"
+               "       const float solidAngleHemisphere = 2.0 * PI;\n"
                "       float3 E_X = irradianceSum * solidAngleHemisphere / ( 
numSamplesUsed + 0.00001 );\n"
                "       \n"
                "       indirectColor = E_X;\n"
                "       //indirectColor = pow( E_X, float3( 1.0 / 2.2 ) ); // 
RB: to sRGB\n"
                "       \n"
                "       // What is the ambient visibility of this location\n"
-               "       visibility = 1 - numSamplesUsed / float( NUM_SAMPLES 
);\n"
+               "       visibility = 1.0 - numSamplesUsed / float( NUM_SAMPLES 
);\n"
                "       //visibility = clamp( 1 - numSamplesUsed / float( 
NUM_SAMPLES ), 0.0, 1.0 );\n"
-               "       //visibility = pow( max( 0.0, 1.0 - sqrt( sum * ( 3.0 / 
NUM_SAMPLES ) ) ), intensity );\n"
+               "       //visibility = pow( max( 0.0, 1.0 - sqrt( sum * ( 3.0 / 
float( NUM_SAMPLES ) ) ) ), intensity );\n"
                "       \n"
                "       //result.color = float4( visibility, visibility, 
visibility, 1.0 );\n"
                "       //result.color = float4( n_C * 0.5 + 0.5, 1.0 );\n"
                "       //result.color = texture( samp2, fragment.texcoord0 
).rgba;\n"
                "       \n"
                "#if COMPUTE_PEELED_LAYER\n"
-               "       float A_peeled = 1 - peeledSum / float( NUM_SAMPLES 
);\n"
+               "       float A_peeled = 1.0 - peeledSum / float( NUM_SAMPLES 
);\n"
                "       float3 E_X_peeled = ii_peeled * solidAngleHemisphere / 
( peeledSum + 0.00001 );\n"
                "       \n"
                "       indirectPeeledResult    = E_X_peeled;\n"

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