git-svn-id: svn://db.shs.com.ru/libs@65 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -5,7 +5,7 @@
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in vec3 src_normal, normal, binormal;//, et;
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in vec4 pos, ppos;
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in float fogCoord, logz;
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in float fogCoord, FC, C;
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in mat3 TBN;
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uniform bool acc_fog;
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@@ -16,6 +16,7 @@ const vec3 luma = vec3(0.299, 0.587, 0.114);
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void main(void) {
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//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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float logz = log(pos.w * C + 1.) * FC;
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vec4 dc = qgl_FragColor;
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vec2 tc = qgl_FragTexture.xy;
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float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
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@@ -2,7 +2,7 @@
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out vec3 src_normal, normal, binormal;//, et;
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out vec4 pos, ppos;
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out float fogCoord, logz;
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out float fogCoord, FC, C;
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out mat3 TBN;
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uniform bool acc_fog;
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@@ -11,9 +11,6 @@ uniform vec3 eye;
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uniform mat4 prev_ModelViewProjectioMatrix;
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uniform float z_near, z_far;
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const float C = 0.0001;
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float FC = 1. / log(z_far * C + 1.);
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void main(void) {
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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binormal = qgl_Bitangent;//(qgl_NormalMatrix * qgl_Normal);
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@@ -39,7 +36,9 @@ void main(void) {
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//pos *= pos.w;
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//logz = gl_Position.w*C + 1; //version with fragment code
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logz = log(pos.w * C + 1.) * FC;
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C = 0.01;
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FC = 1. / log(z_far * C + 1.);
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//pos.z = (logz + logz - 1) * pos.w;
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gl_Position = pos;
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