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Commit d646bdd4 authored by Rye Mutt's avatar Rye Mutt :bread:
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Fix lineendings

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/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else // PRODUCTION
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
#endif
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
/**
* @file materialF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
//class1/deferred/materialF.glsl
// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClip(vec3 light);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
#ifdef HAS_SUN_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
vec3 col = vec3(0);
//get light vector
vec3 lv = lp.xyz - v;
//get distance
float dist = length(lv);
float da = 1.0;
dist /= la;
if (dist > 0.0 && la > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
return col;
}
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= dot(n, lv);
float lit = 0.0f;
float amb_da = ambiance;
if (da >= 0)
{
lit = max(da * dist_atten, 0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
// SL-10969 need to see why these are blown out
//col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(lv + npos);
float nh = dot(n, h);
float nv = dot(n, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
}
}
}
return max(col, vec3(0.0, 0.0, 0.0));
}
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
#endif
uniform sampler2D diffuseMap; //always in sRGB space
#ifdef HAS_NORMAL_MAP
uniform sampler2D bumpMap;
#endif
#ifdef HAS_SPECULAR_MAP
uniform sampler2D specularMap;
VARYING vec2 vary_texcoord2;
#endif
uniform float env_intensity;
uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
#ifdef HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
VARYING vec2 vary_texcoord1;
#else
VARYING vec3 vary_normal;
#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
// Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
float bias = 0.001953125; // 1/512, or half an 8-bit quantization
if (diffcol.a < minimum_alpha-bias)
{
discard;
}
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vec3 gamma_diff = diffcol.rgb;
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
#else
vec4 norm = vec4(0,0,0,1.0);
vec3 tnorm = vary_normal;
#endif
norm.xyz = normalize(tnorm.xyz);
vec2 abnormal = encode_normal(norm.xyz);
vec4 final_color = diffcol;
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = emissive_brightness;
#else
final_color.a = max(final_color.a, emissive_brightness);
#endif
vec4 final_specular = spec;
#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
final_specular.a = specular_color.a;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit sRGBA
vec3 pos = vary_position;
float shadow = 1.0f;
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
#endif
spec = final_specular;
vec4 diffuse = final_color;
float envIntensity = final_normal.z;
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
// This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
// The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
// TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
//color = fullbrightScaleSoftClip(color);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
//we're in sRGB space, so gamma correct this dot product so
// lighting from the sun stays sharp
float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
color = amblit;
//darken ambient for normals perpendicular to light vector so surfaces in shadow
// and facing away from light still have some definition to them.
// do NOT gamma correct this dot product so ambient lighting stays soft
float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
ambient *= 0.5;
ambient *= ambient;
ambient = (1.0 - ambient);
vec3 sun_contrib = min(da, shadow) * sunlit;
color *= ambient;
color += sun_contrib;
color *= gamma_diff.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
#if 1 //EEP
vec3 npos = -normalize(pos.xyz);
//vec3 ref = dot(pos+lv, norm);
vec3 h = normalize(light_dir.xyz + npos);
float nh = dot(norm.xyz, h);
float nv = dot(norm.xyz, npos);
float vh = dot(npos, h);
float sa = nh;
float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5;
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);
vec3 sp = sun_contrib*scol / 6.0f;
sp = clamp(sp, vec3(0), vec3(1));
bloom = dot(sp, sp) / 4.0;
color += sp * spec.rgb;
}
#else // PRODUCTION
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
color += spec_contrib;
#endif
}
color = mix(color.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
color = mix(color, reflected_color, envIntensity);
float cur_glare = max(reflected_color.r, reflected_color.g);
cur_glare = max(cur_glare, reflected_color.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
color = atmosFragLighting(color, additive, atten);
color = scaleSoftClipFrag(color);
//convert to linear before adding local lights
color = srgb_to_linear(color);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color += light;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
//convert to srgb as this color is being written post gamma correction
color = linear_to_srgb(color);
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;
al = temp.a;
#endif
frag_color = vec4(color, al);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path
frag_data[0] = final_color; //gbuffer is sRGB
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
This diff is collapsed.
; First is default
LoadLanguageFile "${NSISDIR}\Contrib\Language files\German.nlf"
; Language selection dialog
LangString InstallerLanguageTitle ${LANG_GERMAN} "Installationssprache"
LangString SelectInstallerLanguage ${LANG_GERMAN} "Bitte wählen Sie die Installationssprache"
; subtitle on license text caption (setup new version or update current one
LangString LicenseSubTitleUpdate ${LANG_GERMAN} " Update"
LangString LicenseSubTitleSetup ${LANG_GERMAN} " Setup"
LangString MULTIUSER_TEXT_INSTALLMODE_TITLE ${LANG_GERMAN} "Installationsmodus"
LangString MULTIUSER_TEXT_INSTALLMODE_SUBTITLE ${LANG_GERMAN} "Für alle Benutzer (erfordert Administratorrechte) oder nur für den aktuellen Benutzer installieren?"
LangString MULTIUSER_INNERTEXT_INSTALLMODE_TOP ${LANG_GERMAN} "Wenn Sie dieses Installationsprogram mit Administratorrechten ausführen, können Sie auswählen, ob die Installation (beispielsweise) in c:\Programme oder unter AppData\Lokaler Ordner des aktuellen Benutzers erfolgen soll."
LangString MULTIUSER_INNERTEXT_INSTALLMODE_ALLUSERS ${LANG_GERMAN} "Für alle Benutzer installieren"
LangString MULTIUSER_INNERTEXT_INSTALLMODE_CURRENTUSER ${LANG_GERMAN} "Nur für den aktuellen Benutzer installieren"
; installation directory text
LangString DirectoryChooseTitle ${LANG_GERMAN} "Installations-Ordner"
LangString DirectoryChooseUpdate ${LANG_GERMAN} "Wählen Sie den Second Life Ordner für dieses Update:"
LangString DirectoryChooseSetup ${LANG_GERMAN} "Pfad in dem Second Life installiert werden soll:"
LangString MUI_TEXT_DIRECTORY_TITLE ${LANG_GERMAN} "Installationsverzeichnis"
LangString MUI_TEXT_DIRECTORY_SUBTITLE ${LANG_GERMAN} "Wählen Sie das Verzeichnis aus, in dem Second Life installiert werden soll:"
LangString MUI_TEXT_INSTALLING_TITLE ${LANG_GERMAN} "Second Life wird installiert..."
LangString MUI_TEXT_INSTALLING_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wird im Verzeichnis $INSTDIR installiert"
LangString MUI_TEXT_FINISH_TITLE ${LANG_GERMAN} "Second Life wird installiert"
LangString MUI_TEXT_FINISH_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wurde im Verzeichnis $INSTDIR installiert."
LangString MUI_TEXT_ABORT_TITLE ${LANG_GERMAN} "Installation abgebrochen"
LangString MUI_TEXT_ABORT_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wird nicht im Verzeichnis $INSTDIR installiert."
; CheckStartupParams message box
LangString CheckStartupParamsMB ${LANG_GERMAN} "Konnte Programm '$INSTNAME' nicht finden. Stilles Update fehlgeschlagen."
; installation success dialog
LangString InstSuccesssQuestion ${LANG_GERMAN} "Second Life starten?"
; remove old NSIS version
LangString RemoveOldNSISVersion ${LANG_GERMAN} "Überprüfe alte Version ..."
; check windows version
LangString CheckWindowsVersionDP ${LANG_GERMAN} "Überprüfung der Windows Version ..."
LangString CheckWindowsVersionMB ${LANG_GERMAN} 'Second Life unterstützt nur Windows Vista.$\n$\nDer Versuch es auf Windows $R0 zu installieren, könnte zu unvorhersehbaren Abstürzen und Datenverlust führen.$\n$\nTrotzdem installieren?'
LangString CheckWindowsServPackMB ${LANG_GERMAN} "Wir empfehlen, das neueste Service Pack für Ihr Betriebssystem zu installieren, um Second Life auszuführen.$\nDies unterstützt die Leistung und Stabilität des Programms."
LangString UseLatestServPackDP ${LANG_GERMAN} "Bitte verwenden Sie Windows Update, um das neueste Service Pack zu installieren."
; checkifadministrator function (install)
LangString CheckAdministratorInstDP ${LANG_GERMAN} "Überprüfung der Installations-Berechtigungen ..."
LangString CheckAdministratorInstMB ${LANG_GERMAN} 'Sie besitzen ungenügende Berechtigungen.$\nSie müssen ein "administrator" sein, um Second Life installieren zu können.'
; checkifadministrator function (uninstall)
LangString CheckAdministratorUnInstDP ${LANG_GERMAN} "Überprüfung der Entfernungs-Berechtigungen ..."
LangString CheckAdministratorUnInstMB ${LANG_GERMAN} 'Sie besitzen ungenügende Berechtigungen.$\nSie müssen ein "administrator" sein, um Second Life entfernen zu können..'
; checkifalreadycurrent
LangString CheckIfCurrentMB ${LANG_GERMAN} "Anscheinend ist Second Life ${VERSION_LONG} bereits installiert.$\n$\nWürden Sie es gerne erneut installieren?"
; checkcpuflags
LangString MissingSSE2 ${LANG_GERMAN} "Dieses Gerät verfügt möglicherweise nicht über eine CPU mit SSE2-Unterstützung, die für Second Life ${VERSION_LONG} benötigt wird. Möchten Sie fortfahren?"
; closesecondlife function (install)
LangString CloseSecondLifeInstDP ${LANG_GERMAN} "Warten auf die Beendigung von Second Life ..."
LangString CloseSecondLifeInstMB ${LANG_GERMAN} "Second Life kann nicht installiert oder ersetzt werden, wenn es bereits läuft.$\n$\nBeenden Sie, was Sie gerade tun und klicken Sie OK, um Second Life zu beenden.$\nKlicken Sie CANCEL, um die Installation abzubrechen."
; closesecondlife function (uninstall)
LangString CloseSecondLifeUnInstDP ${LANG_GERMAN} "Warten auf die Beendigung von Second Life ..."
LangString CloseSecondLifeUnInstMB ${LANG_GERMAN} "Second Life kann nicht entfernt werden, wenn es bereits läuft.$\n$\nBeenden Sie, was Sie gerade tun und klicken Sie OK, um Second Life zu beenden.$\nKlicken Sie CANCEL, um abzubrechen."
; CheckNetworkConnection
LangString CheckNetworkConnectionDP ${LANG_GERMAN} "Prüfe Netzwerkverbindung..."
; ask to remove user's data files
LangString RemoveDataFilesMB ${LANG_GERMAN} "Möchten Sie alle anderen zu Second Life gehörigen Dateien ebenfalls ENTFERNEN?$\n$\nWir empfehlen, die Einstellungen und Cache-Dateien zu behalten, wenn Sie andere Versionen von Second Life installiert haben oder eine Deinstallation durchführen, um Second Life auf eine neuere Version zu aktualisieren."
; delete program files
LangString DeleteProgramFilesMB ${LANG_GERMAN} "Es existieren weiterhin Dateien in Ihrem SecondLife Programm Ordner.$\n$\nDies sind möglicherweise Dateien, die sie modifiziert oder bewegt haben:$\n$INSTDIR$\n$\nMöchten Sie diese ebenfalls löschen?"
; uninstall text
LangString UninstallTextMsg ${LANG_GERMAN} "Dies wird Second Life ${VERSION_LONG} von Ihrem System entfernen."
; ask to remove registry keys that still might be needed by other viewers that are installed
LangString DeleteRegistryKeysMB ${LANG_GERMAN} "Möchten Sie die Registrierungsschlüssel der Anwendung entfernen?$\n$\nWir empfehlen, die Registrierungsschlüssel zu behalten, wenn Sie andere Versionen von Second Life installiert haben."
; First is default
LoadLanguageFile "${NSISDIR}\Contrib\Language files\German.nlf"
; Language selection dialog
LangString InstallerLanguageTitle ${LANG_GERMAN} "Installationssprache"
LangString SelectInstallerLanguage ${LANG_GERMAN} "Bitte wählen Sie die Installationssprache"
; subtitle on license text caption (setup new version or update current one
LangString LicenseSubTitleUpdate ${LANG_GERMAN} " Update"
LangString LicenseSubTitleSetup ${LANG_GERMAN} " Setup"
LangString MULTIUSER_TEXT_INSTALLMODE_TITLE ${LANG_GERMAN} "Installationsmodus"
LangString MULTIUSER_TEXT_INSTALLMODE_SUBTITLE ${LANG_GERMAN} "Für alle Benutzer (erfordert Administratorrechte) oder nur für den aktuellen Benutzer installieren?"
LangString MULTIUSER_INNERTEXT_INSTALLMODE_TOP ${LANG_GERMAN} "Wenn Sie dieses Installationsprogram mit Administratorrechten ausführen, können Sie auswählen, ob die Installation (beispielsweise) in c:\Programme oder unter AppData\Lokaler Ordner des aktuellen Benutzers erfolgen soll."
LangString MULTIUSER_INNERTEXT_INSTALLMODE_ALLUSERS ${LANG_GERMAN} "Für alle Benutzer installieren"
LangString MULTIUSER_INNERTEXT_INSTALLMODE_CURRENTUSER ${LANG_GERMAN} "Nur für den aktuellen Benutzer installieren"
; installation directory text
LangString DirectoryChooseTitle ${LANG_GERMAN} "Installations-Ordner"
LangString DirectoryChooseUpdate ${LANG_GERMAN} "Wählen Sie den Second Life Ordner für dieses Update:"
LangString DirectoryChooseSetup ${LANG_GERMAN} "Pfad in dem Second Life installiert werden soll:"
LangString MUI_TEXT_DIRECTORY_TITLE ${LANG_GERMAN} "Installationsverzeichnis"
LangString MUI_TEXT_DIRECTORY_SUBTITLE ${LANG_GERMAN} "Wählen Sie das Verzeichnis aus, in dem Second Life installiert werden soll:"
LangString MUI_TEXT_INSTALLING_TITLE ${LANG_GERMAN} "Second Life wird installiert..."
LangString MUI_TEXT_INSTALLING_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wird im Verzeichnis $INSTDIR installiert"
LangString MUI_TEXT_FINISH_TITLE ${LANG_GERMAN} "Second Life wird installiert"
LangString MUI_TEXT_FINISH_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wurde im Verzeichnis $INSTDIR installiert."
LangString MUI_TEXT_ABORT_TITLE ${LANG_GERMAN} "Installation abgebrochen"
LangString MUI_TEXT_ABORT_SUBTITLE ${LANG_GERMAN} "Der Second Life Viewer wird nicht im Verzeichnis $INSTDIR installiert."
; CheckStartupParams message box
LangString CheckStartupParamsMB ${LANG_GERMAN} "Konnte Programm '$INSTNAME' nicht finden. Stilles Update fehlgeschlagen."
; installation success dialog
LangString InstSuccesssQuestion ${LANG_GERMAN} "Second Life starten?"
; remove old NSIS version
LangString RemoveOldNSISVersion ${LANG_GERMAN} "Überprüfe alte Version ..."
; check windows version
LangString CheckWindowsVersionDP ${LANG_GERMAN} "Überprüfung der Windows Version ..."
LangString CheckWindowsVersionMB ${LANG_GERMAN} 'Second Life unterstützt nur Windows Vista.$\n$\nDer Versuch es auf Windows $R0 zu installieren, könnte zu unvorhersehbaren Abstürzen und Datenverlust führen.$\n$\nTrotzdem installieren?'
LangString CheckWindowsServPackMB ${LANG_GERMAN} "Wir empfehlen, das neueste Service Pack für Ihr Betriebssystem zu installieren, um Second Life auszuführen.$\nDies unterstützt die Leistung und Stabilität des Programms."
LangString UseLatestServPackDP ${LANG_GERMAN} "Bitte verwenden Sie Windows Update, um das neueste Service Pack zu installieren."
; checkifadministrator function (install)
LangString CheckAdministratorInstDP ${LANG_GERMAN} "Überprüfung der Installations-Berechtigungen ..."
LangString CheckAdministratorInstMB ${LANG_GERMAN} 'Sie besitzen ungenügende Berechtigungen.$\nSie müssen ein "administrator" sein, um Second Life installieren zu können.'
; checkifadministrator function (uninstall)
LangString CheckAdministratorUnInstDP ${LANG_GERMAN} "Überprüfung der Entfernungs-Berechtigungen ..."
LangString CheckAdministratorUnInstMB ${LANG_GERMAN} 'Sie besitzen ungenügende Berechtigungen.$\nSie müssen ein "administrator" sein, um Second Life entfernen zu können..'
; checkifalreadycurrent
LangString CheckIfCurrentMB ${LANG_GERMAN} "Anscheinend ist Second Life ${VERSION_LONG} bereits installiert.$\n$\nWürden Sie es gerne erneut installieren?"
; checkcpuflags
LangString MissingSSE2 ${LANG_GERMAN} "Dieses Gerät verfügt möglicherweise nicht über eine CPU mit SSE2-Unterstützung, die für Second Life ${VERSION_LONG} benötigt wird. Möchten Sie fortfahren?"
; closesecondlife function (install)
LangString CloseSecondLifeInstDP ${LANG_GERMAN} "Warten auf die Beendigung von Second Life ..."
LangString CloseSecondLifeInstMB ${LANG_GERMAN} "Second Life kann nicht installiert oder ersetzt werden, wenn es bereits läuft.$\n$\nBeenden Sie, was Sie gerade tun und klicken Sie OK, um Second Life zu beenden.$\nKlicken Sie CANCEL, um die Installation abzubrechen."
; closesecondlife function (uninstall)
LangString CloseSecondLifeUnInstDP ${LANG_GERMAN} "Warten auf die Beendigung von Second Life ..."
LangString CloseSecondLifeUnInstMB ${LANG_GERMAN} "Second Life kann nicht entfernt werden, wenn es bereits läuft.$\n$\nBeenden Sie, was Sie gerade tun und klicken Sie OK, um Second Life zu beenden.$\nKlicken Sie CANCEL, um abzubrechen."
; CheckNetworkConnection
LangString CheckNetworkConnectionDP ${LANG_GERMAN} "Prüfe Netzwerkverbindung..."
; ask to remove user's data files
LangString RemoveDataFilesMB ${LANG_GERMAN} "Möchten Sie alle anderen zu Second Life gehörigen Dateien ebenfalls ENTFERNEN?$\n$\nWir empfehlen, die Einstellungen und Cache-Dateien zu behalten, wenn Sie andere Versionen von Second Life installiert haben oder eine Deinstallation durchführen, um Second Life auf eine neuere Version zu aktualisieren."
; delete program files
LangString DeleteProgramFilesMB ${LANG_GERMAN} "Es existieren weiterhin Dateien in Ihrem SecondLife Programm Ordner.$\n$\nDies sind möglicherweise Dateien, die sie modifiziert oder bewegt haben:$\n$INSTDIR$\n$\nMöchten Sie diese ebenfalls löschen?"
; uninstall text
LangString UninstallTextMsg ${LANG_GERMAN} "Dies wird Second Life ${VERSION_LONG} von Ihrem System entfernen."
; ask to remove registry keys that still might be needed by other viewers that are installed
LangString DeleteRegistryKeysMB ${LANG_GERMAN} "Möchten Sie die Registrierungsschlüssel der Anwendung entfernen?$\n$\nWir empfehlen, die Registrierungsschlüssel zu behalten, wenn Sie andere Versionen von Second Life installiert haben."
......@@ -1606,15 +1606,15 @@ void LLIMProcessing::requestOfflineMessagesCoro(std::string url)
bin_bucket.push_back(0);
}
// Todo: once drtsim-451 releases, remove the string option
BOOL from_group;
if (message_data["from_group"].isInteger())
{
from_group = message_data["from_group"].asInteger();
}
else
{
from_group = message_data["from_group"].asString() == "Y";
// Todo: once drtsim-451 releases, remove the string option
BOOL from_group;
if (message_data["from_group"].isInteger())
{
from_group = message_data["from_group"].asInteger();
}
else
{
from_group = message_data["from_group"].asString() == "Y";
}
LLIMProcessing::processNewMessage(
......
This diff is collapsed.
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