git-svn-id: svn://db.shs.com.ru/libs@52 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -210,7 +210,7 @@ void GLObjectBase::render(int * id, QMap<int, GLObjectBase * > * ids, int sh_id_
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Light::Light(): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
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Light::Light(): GLObjectBase(), shadow_map(1, true, GL_R16F) {
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type_ = GLObjectBase::Light;
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light_type = Omni;
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intensity = 1.;
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@@ -221,7 +221,7 @@ Light::Light(): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
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}
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Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(true, 1, GL_R16F) {
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Light::Light(const QVector3D & p, const QColor & c, GLdouble i): GLObjectBase(), shadow_map(1, true, GL_R16F) {
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type_ = GLObjectBase::Light;
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light_type = Omni;
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pos_ = p;
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@@ -230,11 +230,11 @@ public:
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GLdouble decay_start;
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GLdouble decay_end;
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Type light_type;
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protected:
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GLFramebuffer shadow_map;
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QMatrix4x4 shadow_matrix;
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protected:
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};
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template <class T>
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@@ -229,6 +229,38 @@ void GLRendererBase::renderSingleObject(GLObjectBase & o, RenderingParameters &
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}
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void GLRendererBase::renderShadow(Light * l) {
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Camera cam;
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QVector3D wp = l->worldPos();
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cam.setPos(wp);
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cam.setAim(wp + (l->worldTransform() * QVector4D(l->direction, 0).toVector3D()));
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cam.apply(1.);
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RenderingParameters rpl;
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rpl.pass = GLObjectBase::Solid;
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rpl.shaders = 0;
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rpl.textures = rpl.light = rpl.fog = false;
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rpl.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
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rpl.proj_matrix = getGLMatrix(GL_PROJECTION_MATRIX);
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//glPushMatrix();
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renderSingleShadow(view.objects_, rpl);
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//glPopMatrix();
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}
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void GLRendererBase::renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl) {
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if (!o.isInit())
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o.init();
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if (!o.visible_) return;
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setGLMatrix(rpl.view_matrix * o.itransform_);
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glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != GLObjectBase::View ? o.render_mode : (view.rmode != GLObjectBase::View ? view.rmode : GL_FILL));
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glLineWidth(o.line_width > 0. ? o.line_width : view.lineWidth_);
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glPointSize(o.line_width > 0. ? o.line_width : view.lineWidth_);
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o.draw(0, true);
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foreach (GLObjectBase * i, o.children_)
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renderSingleShadow(*i, rpl);
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}
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void GLRendererBase::RenderingParameters::prepare() {
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@@ -64,6 +64,8 @@ protected:
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inline void applyFilteringParameters();
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void renderObjects(int pass, int light_pass, void * shaders = 0, bool textures = true, bool light = true, bool fog = true);
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void renderSingleObject(GLObjectBase & o, RenderingParameters & rpl);
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void renderShadow(Light * l);
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void renderSingleShadow(GLObjectBase & o, RenderingParameters & rpl);
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RenderingParameters rp;
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QGLView & view;
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@@ -66,6 +66,7 @@ const char qgl_structs[] =
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" float linearAttenuation;\n"
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" float quadraticAttenuation;\n"
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" sampler2DShadow shadow;\n"
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" mat4 shadowMatrix;\n"
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"};\n"
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"struct QGLMap {\n"
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" float offset;\n"
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@@ -194,9 +195,9 @@ void setUniformMaterial(QGLShaderProgram * prog, const Material & mat) {
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}
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void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, const QVector4D & dp) {
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void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start) {
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for (int i = 0; i < lights.size(); ++i)
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setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, dp);
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setUniformLight(prog, lights[i], QString("qgl_Light[%1]").arg(i), mat, shadow_start + i);
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}
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/*
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" vec3 position;\n"
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@@ -208,8 +209,10 @@ void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, c
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" float constantAttenuation;\n"
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" float linearAttenuation;\n"
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" float quadraticAttenuation;\n"
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" sampler2DShadow shadow;\n"
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" mat4 shadowMatrix;\n"
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*/
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, const QVector4D & dp) {
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
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QMatrix4x4 m = mat * light->worldTransform();
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QVector4D pos(0, 0, 0, 1.), dir(light->direction);
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pos = m * pos;
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@@ -229,4 +232,6 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
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prog->setUniformValue((ulightn + ".constantAttenuation").toLatin1().constData(), GLfloat(light->decay_const));
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prog->setUniformValue((ulightn + ".linearAttenuation").toLatin1().constData(), GLfloat(light->decay_linear));
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prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
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prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
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prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
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}
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@@ -30,7 +30,7 @@ bool loadShaders(QGLShaderProgram * prog, const QString & name, const QString &
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void setUniformMatrices(QGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
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void setUniformMap(QGLShaderProgram * prog, const Map & map, int channel, int def_channel);
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void setUniformMaterial(QGLShaderProgram * prog, const Material & mat);
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void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, const QVector4D & dp);
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), const QVector4D & dp = QVector4D());
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void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start);
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), int shadow = 0);
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#endif // GLSHADERS_H
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@@ -120,24 +120,25 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
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//qDebug() << "draw" << vert_count;
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void * offset = (void*)(vert_count * 3 * sizeof(GLfloat));
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//glBindVertexArray(va_);
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void * offsets[5] = {0, 0, 0, 0, 0};
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if (has_normals) {
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offsets[0] = offset;
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offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
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}
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if (has_texcoords) {
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offsets[1] = offset;
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offset = (void*)(llong(offset) + vert_count * 2 * sizeof(GLfloat));
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}
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if (has_colors) {
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offsets[2] = offset;
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offset = (void*)(llong(offset) + vert_count * 4 * sizeof(GLfloat));
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}
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if (has_binormals) {
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offsets[3] = offset;
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offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
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offsets[4] = offset;
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if (!simplest) {
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if (has_normals) {
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offsets[0] = offset;
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offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
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}
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if (has_texcoords) {
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offsets[1] = offset;
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offset = (void*)(llong(offset) + vert_count * 2 * sizeof(GLfloat));
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}
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if (has_colors) {
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offsets[2] = offset;
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offset = (void*)(llong(offset) + vert_count * 4 * sizeof(GLfloat));
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}
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if (has_binormals) {
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offsets[3] = offset;
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offset = (void*)(llong(offset) + vert_count * 3 * sizeof(GLfloat));
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offsets[4] = offset;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, buffer_);
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@@ -147,42 +148,44 @@ void GLVBO::draw(GLenum type, QGLShaderProgram * prog, bool simplest) {
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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int loc = prog->attributeLocation("_qgl_Vertex"), loc2 = 0;
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int loc = prog->attributeLocation("_qgl_Vertex");
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, 0);
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loc = prog->attributeLocation("qgl_Normal");
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locs << loc;
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if (has_normals) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[0]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Texture");
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if (has_texcoords) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 2, GL_FLOAT, 0, 0, offsets[1]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Color");
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if (has_colors) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 4, GL_FLOAT, 0, 0, offsets[2]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Tangent");
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loc2 = prog->attributeLocation("qgl_Bitangent");
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if (has_binormals) {
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glEnableVertexAttribArray(loc);
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glEnableVertexAttribArray(loc2);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[3]);
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glVertexAttribPointer(loc2, 3, GL_FLOAT, 0, 0, offsets[4]);
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locs << loc << loc2;
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} else {
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glDisableVertexAttribArray(loc);
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glDisableVertexAttribArray(loc2);
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if (!simplest) {
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loc = prog->attributeLocation("qgl_Normal");
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if (has_normals) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[0]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Texture");
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if (has_texcoords) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 2, GL_FLOAT, 0, 0, offsets[1]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Color");
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if (has_colors) {
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc, 4, GL_FLOAT, 0, 0, offsets[2]);
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locs << loc;
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} else
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glDisableVertexAttribArray(loc);
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loc = prog->attributeLocation("qgl_Tangent");
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int loc2 = prog->attributeLocation("qgl_Bitangent");
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if (has_binormals) {
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glEnableVertexAttribArray(loc);
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glEnableVertexAttribArray(loc2);
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glVertexAttribPointer(loc, 3, GL_FLOAT, 0, 0, offsets[3]);
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glVertexAttribPointer(loc2, 3, GL_FLOAT, 0, 0, offsets[4]);
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locs << loc << loc2;
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} else {
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glDisableVertexAttribArray(loc);
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glDisableVertexAttribArray(loc2);
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}
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}
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} else {
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glEnableClientState(GL_VERTEX_ARRAY);
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@@ -103,6 +103,10 @@ MainWindow::MainWindow(QWidget * parent): QMainWindow(parent), Ui::MainWindow()
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view->camera().flyToDistance(500);
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//view->camera().setMode(Camera::AimMatrix);
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Light * l = new Light(view->camera().pos());
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l->light_type = Light::Cone;
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l->direction = QVector3D(1., 0.2, -0.2);
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l->angle_start = 0.;
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l->angle_end = 120.;
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l->intensity = 1.;
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//l->decay_linear = 0.2;
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l->setName("camera");
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@@ -408,13 +408,6 @@ void QGLView::renderSelection() {
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}
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void QGLView::renderShadow() {
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glPushMatrix();
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//renderSingleShadow(objects_);
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glPopMatrix();
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}
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void QGLView::renderSingleSelection(GLObjectBase & o) {
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if (!o.isInit()) {
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o.init();
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@@ -444,22 +437,6 @@ void QGLView::renderSingleSelection(GLObjectBase & o) {
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renderSingleSelection(*i);
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}
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/**
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void QGLView::renderSingleShadow(GLObjectBase & o) {
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if (!o.isInit()) {
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o.init();
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o.loadTextures();
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}
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if (!o.visible_) return;
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setGLMatrix(start_rp.view_matrix * o.itransform_);
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glPolygonMode(GL_FRONT_AND_BACK, o.render_mode != GLObjectBase::View ? o.render_mode : (rmode != GLObjectBase::View ? rmode : GL_FILL));
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glLineWidth(o.line_width > 0. ? o.line_width : lineWidth_);
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glPointSize(o.line_width > 0. ? o.line_width : lineWidth_);
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o.draw(0, true);
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foreach (GLObjectBase * i, o.children_)
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renderSingleSelection(*i);
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}
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*/
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void QGLView::collectLights() {
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lights_.clear();
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@@ -209,7 +209,6 @@ protected:
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void applyFog();
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void renderSelection();
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void renderShadow();
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void checkCaps();
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void collectLights();
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@@ -104,15 +104,40 @@ void RendererDeferredShading::renderScene() {
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//glReleaseShaders();
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fbo_g.release();
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if (view.isFeatureEnabled(QGLView::qglShadowsEnabled)) {
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int sms = view.feature(QGLView::qglShadowsMapSize).toInt();
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_CUBE_MAP);
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_RESCALE_NORMAL);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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//qDebug() << "render shadows";
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for (int i = 0; i < view.lightsCount(); ++i) {
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Light * l = view.light(i);
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if (l->light_type == Light::Omni) continue;
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l->shadow_map.resize(sms, sms);
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l->shadow_map.bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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renderShadow(l);
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l->shadow_map.release();
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}
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}
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glResetAllTransforms();
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rp.prepare();
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glSetLightEnabled(false);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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glDisableDepth();
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shader_ds_1->bind();
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rp.setUniform(shader_ds_1);
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rp.prepare();
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//qDebug() << rp.view_matrix;
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shader_ds_1->bind();
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shader_ds_1->setUniformValue("z_far", GLfloat(view.depthEnd()));
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shader_ds_1->setUniformValue("z_near", GLfloat(view.depthStart()));
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shader_ds_1->setUniformValue("t0", 0);
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@@ -124,6 +149,7 @@ void RendererDeferredShading::renderScene() {
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shader_ds_1->setUniformValue("back_color", view.backColor());
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shader_ds_1->setUniformValue("mat_proji", mproji);
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shader_ds_1->setUniformValue("dt", QVector2D(1. / view.viewport()->width(), 1. / view.viewport()->height()));
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rp.setUniform(shader_ds_1);
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fbo_g.bindColorTextures();
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fbo_g.bindDepthTexture(5);
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fbo_out.bind();
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@@ -131,10 +157,10 @@ void RendererDeferredShading::renderScene() {
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glClearFramebuffer(Qt::black, false);
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//QVector<QVector4D> lpos;
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//qDebug() << view_matrix;
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int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
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if (passes < 1) passes = 1;
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shader_ds_1->setUniformValue("t_pp", 6);
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//qDebug() << "render in" << passes << "passes (" << lights_per_pass << ")";
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int passes = (view.lightsCount() - 1) / lights_per_pass + 1;
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if (passes < 1) passes = 1;
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int wi, ri;
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for (int l = 0; l < passes; ++l) {
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wi = 1 - l % 2;
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@@ -321,7 +347,7 @@ void RendererDeferredShading::setupShadersTextures(GLObjectBase & object, GLRend
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void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_matrix) {
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int light_start, light_end, lmax;
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int light_start, light_end, lmax, shadow_start = 7;
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light_start = pass * lights_per_pass;
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light_end = qMin<int>((pass + 1) * lights_per_pass, view.lights().size());
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lmax = light_start + lights_per_pass;
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@@ -331,14 +357,17 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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setUniformLight(shader_ds_1, &amb_light, "qgl_AmbientLight");
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amb_light.intensity = 0.;
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QVector<Light*> lv;
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for (int i = light_start; i < light_end; ++i)
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for (int i = light_start; i < light_end; ++i) {
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lv << view.lights()[i];
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glActiveTextureChannel(shadow_start + i - light_start);
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
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}
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amb_light.setName("null");
|
||||
for (int i = light_end; i < lmax; ++i)
|
||||
lv << &amb_light;
|
||||
//QStringList lnl; foreach (Light * l, lv) lnl << l->name();
|
||||
//qDebug() << " lights" << light_start << "->" << light_end << ", inactive" << (lmax - light_end) << lnl;
|
||||
setUniformLights(shader_ds_1, lv, view_matrix, view.camera().pos());
|
||||
setUniformLights(shader_ds_1, lv, view_matrix, shadow_start);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -49,7 +49,6 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
||||
ndlc = (1. - NdotHs) / NdotHs;
|
||||
der = NdotHs * (sh_mul + ndlc);
|
||||
si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416);
|
||||
//si += der;//dot(n, halfV);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -69,7 +68,6 @@ void main(void) {
|
||||
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
|
||||
float height = v2.w;
|
||||
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
|
||||
//li = vec3(0.);
|
||||
si = vec3(0.);
|
||||
|
||||
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
|
||||
@@ -94,6 +92,6 @@ void main(void) {
|
||||
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texture(t_pp, tc).rgb;
|
||||
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
|
||||
//qgl_FragData[0].rgb = vec3(ldist/1000);
|
||||
//qgl_FragData[0].rgb = vec3(length(v4.xyz)/10);
|
||||
qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow, vec3(qgl_FragTexture.xy, 0.))*1000+0.5);
|
||||
//qgl_FragData[0].a = 0.;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user