git-svn-id: svn://db.shs.com.ru/libs@672 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -43,7 +43,8 @@ const char qgl_vertex_head[] =
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"flat out uint qgl_MaterialIndex;\n"
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"flat out uint qgl_MaterialIndex;\n"
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"uniform mat4 qgl_ViewMatrix;\n"
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"uniform mat4 qgl_ViewMatrix;\n"
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"uniform mat4 qgl_ViewProjMatrix;\n"
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"uniform mat4 qgl_ViewProjMatrix;\n"
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"mat3 qgl_getNormalMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
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"mat3 qgl_getNormalMatrix() {return inverse(mat3(qgl_ViewMatrix * qgl_ModelMatrix));}\n"
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"mat3 qgl_getTangentMatrix() {return mat3(qgl_ViewMatrix * qgl_ModelMatrix);}\n"
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"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1));}\n"
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"vec4 qgl_ftransform() {return qgl_ViewProjMatrix * (qgl_ModelMatrix * vec4(qgl_Vertex, 1));}\n"
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"";
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"";
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@@ -9,9 +9,8 @@ void main(void) {
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qgl_FragTexture = qgl_Texture;
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qgl_FragTexture = qgl_Texture;
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gl_Position = qgl_ftransform();
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gl_Position = qgl_ftransform();
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mat3 nmat = qgl_getNormalMatrix();
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geom_normal = normalize(qgl_Normal * qgl_getNormalMatrix());
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geom_normal = normalize(nmat * qgl_Normal);
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TBN = qgl_getTangentMatrix() * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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TBN = nmat * mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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object_color = qgl_ObjectColor;
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object_color = qgl_ObjectColor;
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}
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}
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