git-svn-id: svn://db.shs.com.ru/libs@671 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -32,6 +32,7 @@ void main(void) {
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vec2 tc = qgl_FragTexture.xy;
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vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, tc, vec4(0)) * qgl_material[qgl_MaterialIndex].color_diffuse * object_color;
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diffuse.a *= (1.f - qgl_material[qgl_MaterialIndex].transparency);
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vec3 normal, dn;
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dn = qgl_materialTexture(QGL_MAP_NORMAL, tc, -vec4(0.5, 0.5, 1., 0.)).xyz;
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@@ -57,9 +58,9 @@ void main(void) {
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z = z + z - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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qgl_FragData[0] = vec4(diffuse .rgb, reflectivity);
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qgl_FragData[0] = vec4(diffuse .rgba);
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qgl_FragData[1] = vec4(normal .xyz, z);
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qgl_FragData[2] = vec4(specular.rgb, height );
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qgl_FragData[2] = vec4(specular.rgb, reflectivity);
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qgl_FragData[3] = vec4(emission.rgb, roughness/*bn.x*/);
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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