git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-04 11:50:32 +00:00
parent edfd396059
commit 6ab9283a18
13 changed files with 92 additions and 46 deletions

View File

@@ -1,8 +1,11 @@
#version 150
//#extension GL_ARB_conservative_depth: enable
//layout(depth_less) out float gl_FragDepth;
in vec3 src_normal, normal, binormal;//, et;
in vec4 pos, ppos;
in float fogCoord;
in float fogCoord, logz;
in mat3 TBN;
uniform bool acc_fog;
@@ -12,7 +15,7 @@ uniform float z_far, z_near;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
vec4 dc = qgl_FragColor;
vec2 tc = qgl_FragTexture.xy;
float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
@@ -46,7 +49,8 @@ void main(void) {
vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
//speed /= abs(pos.z);
qgl_FragData[0] = vec4(dc.rgb, pos.w);
gl_FragDepth = logz;
qgl_FragData[0] = vec4(dc.rgb, pos.z);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(self.rgb, bn.x);