#version 150 //#extension GL_ARB_conservative_depth: enable //layout(depth_less) out float gl_FragDepth; in vec3 src_normal, normal, binormal;//, et; in vec4 pos, ppos; in float fogCoord, FC, C; in mat3 TBN; 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))); //float logz = log(pos.w * C + 1.) * FC; vec4 dc = qgl_FragColor; vec2 tc = qgl_FragTexture.xy; float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset; vec3 n, dn, bn; dn = (texture(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset; dn.y = -dn.y; dn = TBN * dn; n = normalize(qgl_NormalMatrix * (normal + dn)); bn = normalize(qgl_NormalMatrix * binormal); //n = dn; dc *= texture(qgl_Material.map_diffuse.map, tc) * qgl_Material.map_diffuse.amount + qgl_Material.map_diffuse.offset; vec4 spec = texture(qgl_Material.map_specular.map, tc) * qgl_Material.map_specular.amount + qgl_Material.map_specular.offset; spec *= qgl_Material.color_specular; float specularity = dot(texture(qgl_Material.map_specularity.map, tc).rgb, luma) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset; specularity = clamp(specularity, 0.05, 0.99); float reflectivity = qgl_Material.reflectivity;//dot(texture(qgl_Material.map_specularity.map, tc).rgb, luma) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset; reflectivity = clamp(reflectivity, 0., 1.); vec4 self = texture(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; vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w; //speed /= abs(pos.z); //gl_FragDepth = logz; qgl_FragData[0] = vec4(dc.rgb, 0.); qgl_FragData[1] = vec4(n.xyz, specularity + round(reflectivity * 100)); qgl_FragData[2] = vec4(spec.rgb, hei); qgl_FragData[3] = vec4(self.rgb, bn.x); qgl_FragData[4] = vec4(speed.xy, bn.yz); //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); }