git-svn-id: svn://db.shs.com.ru/libs@75 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2016-01-18 14:41:29 +00:00
parent 5b523a65ae
commit d88b341070
28 changed files with 539 additions and 112 deletions

View File

@@ -24,7 +24,7 @@ float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
float getShadow(int light, vec3 view_pos, vec3 dpos) {
shp = qgl_Light[light].shadowMatrix * vec4(view_pos + dpos, 1);
shp.z -= 0.05;
shp.z -= z_near / 20.;
return textureProj(qgl_Light[light].shadow, shp);
}
@@ -87,18 +87,26 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
}
}
const float _pe = 2.4e-7;
void main(void) {
//if (d == 1.) discard;
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texelFetch(t0, tc, 0);
if (v0.w == 0.) {
float z = texelFetch(td, tc, 0).r;
if (z == 1.) {
qgl_FragData[0] = back_color;
return;
}
vec4 v1 = texelFetch(t1, tc, 0),
vec4 v0 = texelFetch(t0, tc, 0),
v1 = texelFetch(t1, tc, 0),
v2 = texelFetch(t2, tc, 0),
v3 = texelFetch(t3, tc, 0),
v4 = texelFetch(t4, tc, 0);
z = z + z - 1;
z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz;
bn = normalize(vec3(v3.w, v4.zw));
@@ -113,7 +121,7 @@ void main(void) {
pos.z = posz;*/
pos.w = 1;
pos.xyz = view_dir * v0.w;
pos.xyz = view_dir * z;
pos.z = -pos.z;
//pos.z = posz;
@@ -133,10 +141,10 @@ void main(void) {
sh_mul = max(1. - specularity, 0.0001);
for (int i = 0; i < 8; ++i)
calcLight(i, n, v, v2);
calcLight(0, n, v, v2);
// calcLight(0, n, v, v2);
qgl_FragData[0] = vec4(max(vec3(0), li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb), v0.w);
//qgl_FragData[0].rgb = vec3(abs((v0.w)/50));
//qgl_FragData[0].rgb = vec3(-z);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w;