#version 150 in vec3 src_normal, normal;//, et; in vec4 pos; in float fogCoord; uniform bool acc_fog; uniform vec2 dt; uniform float z_far, z_near; const vec3 luma = vec3(0.299, 0.587, 0.114); void main(void) { float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near))); vec4 dc = qgl_FragColor; vec2 tc = qgl_FragTexture.xy; float hei = dot(texture2D(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset; //if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord); vec3 n, dn; dn = (texture2D(qgl_Material.map_bump.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_bump.amount + qgl_Material.map_bump.offset; dn.x = -dn.x; dn = dn * mat3(qgl_ModelViewMatrixInverse); n = normalize(normal - dn); /*vec2 dpm = normalize(gl_FragCoord.xy * dt * 2. - vec2(1., 1.)), ntc; ntc = gl_FragCoord.xy * dt * 2. - vec2(1., 1.) + dpm * hei; dpm = gl_ModelViewProjectionMatrixInverse dpm = dpm * gl_ModelViewProjectionMatrixInverse; dpm += */ //tc += 1+et.xy * hei/10;// / et.z; dc *= texture2D(qgl_Material.map_diffuse.map, tc) * qgl_Material.map_diffuse.amount + qgl_Material.map_diffuse.offset; vec4 spec = texture2D(qgl_Material.map_specular.map, tc) * qgl_Material.map_specular.amount + qgl_Material.map_specular.offset; spec *= qgl_Material.color_specular * qgl_Material.specular; vec4 rough = texture2D(qgl_Material.map_roughness.map, tc) * qgl_Material.map_roughness.amount + qgl_Material.map_roughness.offset; rough *= qgl_Material.roughness; vec4 self = texture2D(qgl_Material.map_self_illumination.map, tc) * qgl_Material.map_self_illumination.amount + qgl_Material.map_self_illumination.offset; self *= qgl_Material.color_self_illumination; qgl_FragData[0] = vec4(dc.rgb, z); qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), rough); qgl_FragData[2] = vec4(spec.rgb, hei); qgl_FragData[3] = vec4(pos.xyz, pos.z); //gl_FragData[0] = vec4(et.xyz, pos.w); //gl_FragDepth = gl_FragCoord.z - clamp(hei / pos.z / pos.z / (abs(n.z) + 1), -0.01, 0.01); /*vec4 dp = pos; dp.x = floor(dp.w / 255.) / 255.; dp.w -= dp.x * 65025; dp.y = floor(dp.w) / 255.; dp.w -= dp.y * 255.; dp.z = fract(dp.w);*/ //dp.x = dp.w; //dp.w = (gl_FrontMaterial.specular.r + gl_FrontMaterial.specular.g + gl_FrontMaterial.specular.b) / 3. / 25.5; //gl_FragData[2] = dp; //gl_FragData[3] = vec4(light_model / 255., 0, 0, 0); }