git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -1,8 +1,11 @@
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#version 150
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//#extension GL_ARB_conservative_depth: enable
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//layout(depth_less) out float gl_FragDepth;
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in vec3 src_normal, normal, binormal;//, et;
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in vec4 pos, ppos;
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in float fogCoord;
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in float fogCoord, logz;
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in mat3 TBN;
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uniform bool acc_fog;
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@@ -12,7 +15,7 @@ uniform float z_far, z_near;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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void main(void) {
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float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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//float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
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vec4 dc = qgl_FragColor;
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vec2 tc = qgl_FragTexture.xy;
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float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
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@@ -46,7 +49,8 @@ void main(void) {
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vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
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//speed /= abs(pos.z);
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qgl_FragData[0] = vec4(dc.rgb, pos.w);
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gl_FragDepth = logz;
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qgl_FragData[0] = vec4(dc.rgb, pos.z);
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qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
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qgl_FragData[2] = vec4(spec.rgb, hei);
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qgl_FragData[3] = vec4(self.rgb, bn.x);
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@@ -2,13 +2,17 @@
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out vec3 src_normal, normal, binormal;//, et;
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out vec4 pos, ppos;
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out float fogCoord, fs_gid;
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out float fogCoord, logz;
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out mat3 TBN;
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uniform bool acc_fog;
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uniform vec2 dt;
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uniform vec3 eye;
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uniform mat4 prev_ModelViewProjectioMatrix;
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uniform float z_near, z_far;
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const float C = 0.0001;
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float FC = 1. / log(z_far * C + 1.);
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void main(void) {
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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@@ -33,5 +37,11 @@ void main(void) {
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//speed /= (abs(speed) + 1.);
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//speed.xyz *= speed.w;
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//pos *= pos.w;
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//logz = gl_Position.w*C + 1; //version with fragment code
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logz = log(pos.w * C + 1.) * FC;
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//pos.z = (logz + logz - 1) * pos.w;
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gl_Position = pos;
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}
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@@ -1,7 +1,8 @@
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#version 150
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//#extension GL_EXT_gpu_shader4 : enable
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in vec4 view_dir, view_pos;
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in vec3 view_dir;
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in vec4 view_pos;
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uniform vec3 ambient;
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uniform sampler2D t0, t1, t2, t3, t4, t_pp;
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@@ -22,9 +23,10 @@ vec3 vds, vds2;
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float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
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float getShadow(int light, vec3 view_pos, vec3 dpos) {
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shp = mat_viewi * vec4(view_pos, 1);
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shp += vec4(dpos, 0);
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//shp = qgl_Light[light].shadowMatrix * shp;
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//shp = mat_viewi * vec4(view_pos, 1);
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//shp += vec4(dpos, 0);
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shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1);
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//shp.xyz /= shp.w;
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shp.z -= 0.1;
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return textureProj(qgl_Light[light].shadow, shp);
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@@ -51,7 +53,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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//spot *= clamp(1. - sdist, 0, 1);
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. +
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float shadow = getShadow(index, pos.xyz, vec3(0))/* * 3. +
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getShadow(index, pos.xyz, vds ) * 2. +
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getShadow(index, pos.xyz, - vds ) * 2. +
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getShadow(index, pos.xyz, - vds2 ) * 2. +
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@@ -92,7 +94,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
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void main(void) {
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//if (d == 1.) discard;
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
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vec4 v0 = texelFetch(t0, tc, 0);
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if (v0.w == 0.) {
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qgl_FragData[0] = back_color;
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return;
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@@ -109,10 +111,15 @@ void main(void) {
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li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
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/*float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
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pos = vec4(sp, 0., 1) * mat_proji;
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pos.xy *= v0.w;
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pos.z = posz;
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pos.xy *= v0.z;
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pos.z = posz;*/
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pos.xyz = view_dir * v0.w;
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pos.z = -pos.z;
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//pos.z = posz;
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//pos.xyz += n * height;
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//pos.xyz = v3.xyz;
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//pos = v3;
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@@ -130,10 +137,11 @@ void main(void) {
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calcLight(0, n, v, v2);
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qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
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//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10);
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qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
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//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
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//shd = shd - shp.w;
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vec3 fp = pos.xyz * lpos.w;
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/*vec3 fp = pos.xyz;// * lpos.w;
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vec3 _dlp = fp - qgl_Light[0].position.xyz;
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vec3 _ld = qgl_Light[0].direction.xyz;
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float lz = dot(_ld, _dlp);
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@@ -143,7 +151,10 @@ void main(void) {
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float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
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vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
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//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
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qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1);
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float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz);
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float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz);
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qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/
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//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
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//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
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//qgl_FragData[0].a = 0.;
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@@ -1,11 +1,11 @@
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#version 150
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in vec4 view_corner;
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out vec4 view_dir;
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in vec3 view_corner;
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out vec3 view_dir;
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out vec4 view_pos;
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void main(void) {
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view_dir = view_corner;
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view_dir = view_corner / view_corner.z;
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view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
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view_pos /= view_pos.w;
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qgl_FragTexture = qgl_Texture;
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@@ -1,7 +1,10 @@
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#version 150
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in float logz;
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uniform vec4 id;
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void main(void) {
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gl_FragDepth = logz;
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qgl_FragData[0] = id;
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}
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@@ -1,5 +1,14 @@
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#version 150
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out float logz;
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uniform float z_near, z_far;
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const float C = 0.0001;
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float FC = 1. / log(z_far * C + 1.);
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void main(void) {
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gl_Position = qgl_ftransform();
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vec4 pos = qgl_ftransform();
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logz = log(pos.w * C + 1.) * FC;
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gl_Position = pos;
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}
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