git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -1,8 +1,11 @@
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#version 150
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//#extension GL_ARB_conservative_depth: enable
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//layout(depth_less) out float gl_FragDepth;
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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;
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in float fogCoord, logz;
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in mat3 TBN;
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uniform bool acc_fog;
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@@ -12,7 +15,7 @@ uniform float z_far, z_near;
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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 z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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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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@@ -46,7 +49,8 @@ void main(void) {
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vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
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//speed /= abs(pos.z);
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qgl_FragData[0] = vec4(dc.rgb, pos.w);
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gl_FragDepth = logz;
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qgl_FragData[0] = vec4(dc.rgb, pos.z);
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qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
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qgl_FragData[2] = vec4(spec.rgb, hei);
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qgl_FragData[3] = vec4(self.rgb, bn.x);
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