git-svn-id: svn://db.shs.com.ru/libs@642 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -17,7 +17,6 @@ in vec3 view_dir;
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uniform vec2 dt;
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uniform float z_near;
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4;
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uniform sampler2D tex_d, tex_sum;
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uniform int lights_start, lights_count;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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@@ -33,6 +32,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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ldir = lpos.xyz - (pos.xyz * lpos.w);
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ldist = length(ldir);
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ldir = normalize(ldir);
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//ldir = vec3(0,0,1);
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halfV = normalize(ldir + v);
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NdotL = max(dot(n, ldir), 1E-6);
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NdotH = max(dot(n, halfV), 1E-6);
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@@ -90,32 +90,28 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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float z = texelFetch(tex_d, tc, 0).r;
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vec4 v1 = texelFetch(tex_1, tc, 0);
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float z = v1.w;
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if (z == 1.) {
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qgl_FragColor = vec4(0);
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return;
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}
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vec4 v0 = texelFetch(tex_0, tc, 0),
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v1 = texelFetch(tex_1, tc, 0),
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v2 = texelFetch(tex_2, tc, 0),
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v3 = texelFetch(tex_3, tc, 0),
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v4 = texelFetch(tex_4, tc, 0);
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z = z + z - 1;
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z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
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pos.w = 1;
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pos.xyz = view_dir * z;
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vec3 v = normalize(-pos.xyz);
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//vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
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vec3 diffuse = v0.rgb;
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vec3 normal = v1.xyz;
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vec3 specular = v2.rgb;
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vec3 emission = v3.rgb;
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float reflectivity = v0.w;
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float roughness = v1.w;
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float height = v2.w;
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float roughness = v3.w;
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//bn = normalize(vec3(v3.w, v4.zw));
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//bn2 = normalize(cross(n, bn));
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@@ -128,17 +124,6 @@ void main(void) {
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for (int i = 0; i < lights_count; ++i)
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calcLight(lights_start + i, normal, v);
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vec4 result = vec4(max(vec3(0), li * diffuse + si * specular + emission), 1);
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#ifndef FIRST_PASS
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result += texelFetch(tex_sum, tc, 0);
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#endif
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qgl_FragColor = result;
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//qgl_FragColor.rgb = vec3(1);
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//qgl_FragData[4] = vec4(speed.xy, bn.yz);
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//ivec2 itc = ivec2(gl_FragCoord.xy);
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//qgl_FragData[0].rgb = vec3(dot(n,vec3(0,0,1)));
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//qgl_FragData[0].rgb = diffuse.rgb * dot(n,vec3(0,0,1));
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qgl_FragColor = vec4(max(vec3(0), li * diffuse + si * specular + emission), 1);
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//qgl_FragColor.rgb = vec3(pos.xyz/100);
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}
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