git-svn-id: svn://db.shs.com.ru/libs@47 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-26 11:53:29 +00:00
parent 2ace72ff47
commit 4cbcbb5174
26 changed files with 346 additions and 105 deletions

View File

@@ -15,11 +15,11 @@ 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;
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 = (texture2D(qgl_Material.map_normal.map, tc).rgb - vec3(0.5, 0.5, 1.)) * qgl_Material.map_normal.amount + qgl_Material.map_normal.offset;
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;
@@ -34,12 +34,12 @@ void main(void) {
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;
dc *= texture(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;
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 = texture2D(qgl_Material.map_specularity.map, tc) * qgl_Material.map_specularity.amount + qgl_Material.map_specularity.offset;
vec4 self = texture2D(qgl_Material.map_self_illumination.map, tc) * qgl_Material.map_self_illumination.amount + qgl_Material.map_self_illumination.offset;
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;
qgl_FragData[0] = vec4(dc.rgb, z);