git-svn-id: svn://db.shs.com.ru/libs@75 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -16,7 +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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//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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@@ -44,7 +44,7 @@ void main(void) {
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//speed /= abs(pos.z);
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//gl_FragDepth = logz;
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qgl_FragData[0] = vec4(dc.rgb, pos.w);
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qgl_FragData[0] = vec4(dc.rgb, 0.);
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qgl_FragData[1] = vec4(n.xyz, specularity + round(reflectivity * 100));
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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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