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libs/qglview/shaders/dsl_pass_0.frag

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GLSL

#version 150
in vec3 src_normal, normal;//, et;
in vec4 pos, ppos;
in float fogCoord;
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)));
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;
//if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord);
vec3 n, dn;
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;
//float tx = dn.x;
dn.y = -dn.y;
//dn.y = tx;
dn = TBN * dn;
//dn = dn * mat3(qgl_ModelViewMatrix)*10;//*(mat3(qgl_NormalMatrix));
n = normalize(qgl_NormalMatrix*(normal+dn));//normalize(qgl_NormalMatrix * (normal - dn));
//n = 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 *= 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;
vec4 specularity = texture(qgl_Material.map_specularity.map, tc) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset;
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);
qgl_FragData[0] = vec4(dc.rgb, z);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(self.rgb, pos.w);
qgl_FragData[4] = vec4(speed.xy, 0, 0);
//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);
}