git-svn-id: svn://db.shs.com.ru/libs@44 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-20 21:19:36 +00:00
parent cabaead1c6
commit 104a7f99ad
48 changed files with 1973 additions and 1273 deletions

View File

@@ -1,7 +1,7 @@
#version 130
#version 150
out vec3 src_normal, normal;//, et;
out vec4 pos, col;
out vec4 pos;
out float fogCoord, fs_gid;
uniform bool acc_fog;
@@ -9,34 +9,19 @@ uniform vec2 dt;
uniform vec3 eye;
void main(void) {
normal = (gl_NormalMatrix * gl_Normal);
pos.xyz = vec3(gl_ModelViewMatrix * gl_Vertex);
col = gl_Color;
if (acc_fog) {
normal = (qgl_NormalMatrix * qgl_Normal);
pos.xyz = vec3(qgl_ModelViewMatrix * qgl_Vertex);
/*if (acc_fog) {
fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start);
fogCoord = 1. - clamp(fogCoord, 0., 1.);
}
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_Position = ftransform();
src_normal = normalize(/*gl_NormalMatrix * */vec3(pos.xy * dt * 2., 0));
//pos = gl_Position;
//vec3 v = normalize(-pos.xyz); // vector to the eye
/*vec3 t = gl_NormalMatrix * vec3(1., 0., 0.);
vec3 b = gl_NormalMatrix * vec3(0., 1., 0.);
et = vec3(dot(v, t), dot(v, b), dot(v, normal));*/
//vec3 t = normalize(gl_NormalMatrix * vec3(gl_MultiTexCoord0.yx, 1));
//vec3 b = cross(normal, t);
/*mat3 tbnMatrix = mat3(t.x, b.x, normal.x,
t.y, b.y, normal.y,
t.z, b.z, normal.z);
et = tbnMatrix * v;*/
pos.w = gl_Position.w;
}*/
//gl_TexCoord[0] = gl_MultiTexCoord0;
//gl_TexCoord[1] = gl_MultiTexCoord1;
qgl_FragTexture = qgl_Texture;
qgl_FragColor = qgl_Color;
vec4 tp = qgl_ftransform();
//tp /= tp.w;
src_normal = normalize(vec3(pos.xy * dt * 2., 0));
pos.w = tp.w;
gl_Position = tp;//ftransform();
}