git-svn-id: svn://db.shs.com.ru/libs@59 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-04 11:50:32 +00:00
parent edfd396059
commit 6ab9283a18
13 changed files with 92 additions and 46 deletions

View File

@@ -48,7 +48,7 @@ void Camera::apply(const GLdouble & aspect) {
glScaled(aspect, aspect, 1.); glScaled(aspect, aspect, 1.);
QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end); QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
pm.perspective(fov_, aspect, depth_start, depth_end); pm.perspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);; //qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end);
setGLMatrix(pm); setGLMatrix(pm);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
pm.setToIdentity(); pm.setToIdentity();

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@@ -238,11 +238,13 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
cam.setDepthEnd(view.camera().depthEnd()); cam.setDepthEnd(view.camera().depthEnd());
cam.setFOV(l->angle_end); cam.setFOV(l->angle_end);
cam.apply(1.); cam.apply(1.);
cam.rotateXY(l->angle_end); /*cam.rotateXY(l->angle_end);
l->dir0 = cam.direction(); QVector3D rdir = l->direction * cos(l->angle_end / 2. * deg2rad);
l->dir0 = cam.direction() - rdir;
cam.rotateXY(-l->angle_end); cam.rotateXY(-l->angle_end);
cam.rotateZ(l->angle_end); cam.rotateZ(l->angle_end);
l->dir1 = cam.direction(); l->dir1 = cam.direction() - rdir;*/
//qDebug() << rdir << l->dir0 << l->dir1;
RenderingParameters rpl; RenderingParameters rpl;
rpl.pass = GLObjectBase::Solid; rpl.pass = GLObjectBase::Solid;
rpl.shaders = prog; rpl.shaders = prog;
@@ -252,7 +254,7 @@ void GLRendererBase::renderShadow(Light * l, QGLShaderProgram * prog, QMatrix4x4
QMatrix4x4 mbias; QMatrix4x4 mbias;
mbias.scale(0.5, 0.5, 0.5); mbias.scale(0.5, 0.5, 0.5);
mbias.translate(1., 1., 1.); mbias.translate(1., 1., 1.);
l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix;//*mat;//;// * mbias; l->shadow_matrix = mbias*rpl.proj_matrix*rpl.view_matrix*mat;//;// * mbias;
//qDebug() << mbias; //qDebug() << mbias;
//glPushMatrix(); //glPushMatrix();
renderSingleShadow(view.objects_, rpl); renderSingleShadow(view.objects_, rpl);

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@@ -67,9 +67,9 @@ const char qgl_structs[] =
" float quadraticAttenuation;\n" " float quadraticAttenuation;\n"
" sampler2DShadow shadow;\n" " sampler2DShadow shadow;\n"
//" sampler2D shadowColor\n" //" sampler2D shadowColor\n"
//" mat4 shadowMatrix;\n" " mat4 shadowMatrix;\n"
" vec4 shadowDir0;\n" //" vec4 shadowDir0;\n"
" vec4 shadowDir1;\n" //" vec4 shadowDir1;\n"
"};\n" "};\n"
"struct QGLMap {\n" "struct QGLMap {\n"
" float offset;\n" " float offset;\n"
@@ -217,7 +217,7 @@ void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, c
*/ */
void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) { void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat, int shadow) {
QMatrix4x4 m = mat * light->worldTransform(); QMatrix4x4 m = mat * light->worldTransform();
QVector4D pos(0, 0, 0, 1.), dir(light->direction), dir0(light->dir0), dir1(light->dir1); QVector4D pos(0, 0, 0, 1.), dir(light->direction);//, dir0(light->dir0), dir1(light->dir1);
pos = m * pos; pos = m * pos;
dir = (mat * dir).normalized(); dir = (mat * dir).normalized();
double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.; double ang_start = light->angle_start / 2., ang_end = light->angle_end / 2.;
@@ -237,8 +237,8 @@ void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, co
prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic)); prog->setUniformValue((ulightn + ".quadraticAttenuation").toLatin1().constData(), GLfloat(light->decay_quadratic));
prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow); prog->setUniformValue((ulightn + ".shadow").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow); prog->setUniformValue((ulightn + ".shadowColor").toLatin1().constData(), shadow);
prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0).normalized()); prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1).normalized()); //prog->setUniformValue((ulightn + ".shadowDir0").toLatin1().constData(), (mat * dir0));
//prog->setUniformValue((ulightn + ".shadowDir1").toLatin1().constData(), (mat * dir1));
//qDebug() << light->direction << light->dir0 << light->dir1; //qDebug() << light->direction << light->dir0 << light->dir1;
//prog->setUniformValue((ulightn + ".shadowMatrix").toLatin1().constData(), light->shadow_matrix);
} }

View File

@@ -51,19 +51,19 @@ QString findFile(const QString & file, const QStringList & pathes) {
} }
void glDrawQuad(QGLShaderProgram * prog, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { void glDrawQuad(QGLShaderProgram * prog, QVector4D * corner_dirs, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
glResetAllTransforms(); glResetAllTransforms();
glSetPolygonMode(GL_FILL); glSetPolygonMode(GL_FILL);
int loc = prog ? prog->attributeLocation("qgl_Color") : 0, int loc = prog ? prog->attributeLocation("qgl_Color") : 0,
locv = prog ? prog->attributeLocation("qgl_Vertex") : 0, locv = prog ? prog->attributeLocation("qgl_Vertex") : 0,
loct = prog ? prog->attributeLocation("qgl_Texture") : 0; loct = prog ? prog->attributeLocation("qgl_Texture") : 0,
//locc = prog ? prog->attributeLocation("view_corner") : 0; locc = prog ? prog->attributeLocation("view_corner") : 0;
glBegin(GL_QUADS); glBegin(GL_QUADS);
if (prog) glVertexAttrib3f(loc, 1.f, 1.f, 1.f); glColor3f(1.f, 1.f, 1.f); if (prog) glVertexAttrib3f(loc, 1.f, 1.f, 1.f); glColor3f(1.f, 1.f, 1.f);
if (prog) {/*prog->setAttributeValue(locc, corner_dirs[0]);*/ glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y); if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[0]); glVertexAttrib2f(loct, 0.f, 0.f); glVertexAttrib2f(locv, x, y);} glTexCoord2f(0.f, 0.f); glVertex2f(x, y);
if (prog) {/*prog->setAttributeValue(locc, corner_dirs[1]);*/ glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y); if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[1]); glVertexAttrib2f(loct, 1.f, 0.f); glVertexAttrib2f(locv, x + w, y);} glTexCoord2f(1.f, 0.f); glVertex2f(x + w, y);
if (prog) {/*prog->setAttributeValue(locc, corner_dirs[2]);*/ glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h); if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[2]); glVertexAttrib2f(loct, 1.f, 1.f); glVertexAttrib2f(locv, x + w, y + h);} glTexCoord2f(1.f, 1.f); glVertex2f(x + w, y + h);
if (prog) {/*prog->setAttributeValue(locc, corner_dirs[3]);*/ glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h); if (prog) {if (corner_dirs) prog->setAttributeValue(locc, corner_dirs[3]); glVertexAttrib2f(loct, 0.f, 1.f); glVertexAttrib2f(locv, x, y + h);} glTexCoord2f(0.f, 1.f); glVertex2f(x, y + h);
glEnd(); glEnd();
} }

View File

@@ -155,7 +155,7 @@ inline void glSetCapEnabled(GLenum cap, bool on = true) {if (on) glEnable(cap);
inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);} inline void glSetLightEnabled(bool on) {if (on) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING);}
inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);} inline void glSetFogEnabled(bool on) {if (on) glEnable(GL_FOG); else glDisable(GL_FOG);}
inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);} inline void glSetPolygonMode(GLenum mode) {glPolygonMode(GL_FRONT_AND_BACK, mode);}
void glDrawQuad(QGLShaderProgram * prog = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f); void glDrawQuad(QGLShaderProgram * prog = 0, QVector4D * corner_dirs = 0, GLfloat x = -1.f, GLfloat y = -1.f, GLfloat w = 2.f, GLfloat h = 2.f);
QMatrix4x4 getGLMatrix(GLenum matrix); QMatrix4x4 getGLMatrix(GLenum matrix);
void setGLMatrix(QMatrix4x4 matrix); void setGLMatrix(QMatrix4x4 matrix);
inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;} inline void deleteGLTexture(GLuint & tex) {if (tex != 0) glDeleteTextures(1, &tex); tex = 0;}

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@@ -403,7 +403,11 @@ void QGLView::renderHalo(const GLObjectBase * obj, const int iid, const QColor &
void QGLView::renderSelection() { void QGLView::renderSelection() {
cid = 1; cid = 1;
ids.clear(); ids.clear();
if (shaders_supported) sh_id_loc = shader_select->uniformLocation("id"); if (shaders_supported) {
sh_id_loc = shader_select->uniformLocation("id");
shader_select->setUniformValue("z_far", GLfloat(depthEnd()));
shader_select->setUniformValue("z_near", GLfloat(depthStart()));
}
//qDebug() << sh_id_loc; //qDebug() << sh_id_loc;
start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX); start_rp.view_matrix = getGLMatrix(GL_MODELVIEW_MATRIX);
glPushMatrix(); glPushMatrix();

View File

@@ -68,10 +68,13 @@ void RendererDeferredShading::renderScene() {
QMatrix4x4 mviewproji = (mview * mproj).inverted(); QMatrix4x4 mviewproji = (mview * mproj).inverted();
rp.prev_proj_matrix = prev_proj; rp.prev_proj_matrix = prev_proj;
rp.prev_view_matrix = prev_view; rp.prev_view_matrix = prev_view;
corner_dirs[0] = (QVector4D(-1, -1, 1, 1) * rp.viewproj_matrix).normalized(); QMatrix4x4 vc_proji;
corner_dirs[1] = (QVector4D( 1, -1, 1, 1) * rp.viewproj_matrix).normalized(); vc_proji.perspective(90., 1., view.camera().depthStart(), view.camera().depthEnd());
corner_dirs[2] = (QVector4D( 1, 1, 1, 1) * rp.viewproj_matrix).normalized(); vc_proji = vc_proji.inverted();
corner_dirs[3] = (QVector4D(-1, 1, 1, 1) * rp.viewproj_matrix).normalized(); corner_dirs[0] = (mproji * QVector4D( 1, 1, 0, 1));
corner_dirs[1] = (mproji * QVector4D(-1, 1, 0, 1));
corner_dirs[2] = (mproji * QVector4D(-1, -1, 0, 1));
corner_dirs[3] = (mproji * QVector4D( 1, -1, 0, 1));
//qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3]; //qDebug() << corner_dirs[0] << corner_dirs[1] << corner_dirs[2] << corner_dirs[3];
fbo_g.bind(); fbo_g.bind();
int buffs[] = {0, 1, 2, 3, 4}; int buffs[] = {0, 1, 2, 3, 4};
@@ -179,7 +182,7 @@ void RendererDeferredShading::renderScene() {
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi); fbo_out.setWriteBuffer(wi);
setupDSLights(l, mview); setupDSLights(l, mview);
glDrawQuad(shader_ds_1); glDrawQuad(shader_ds_1, corner_dirs);
//break; //break;
} }
//fbo_out.release(); //fbo_out.release();

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@@ -1,8 +1,11 @@
#version 150 #version 150
//#extension GL_ARB_conservative_depth: enable
//layout(depth_less) out float gl_FragDepth;
in vec3 src_normal, normal, binormal;//, et; in vec3 src_normal, normal, binormal;//, et;
in vec4 pos, ppos; in vec4 pos, ppos;
in float fogCoord; in float fogCoord, logz;
in mat3 TBN; in mat3 TBN;
uniform bool acc_fog; uniform bool acc_fog;
@@ -12,7 +15,7 @@ uniform float z_far, z_near;
const vec3 luma = vec3(0.299, 0.587, 0.114); const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) { void main(void) {
float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near))); //float z = pos.w;//((z_near / (z_near-z_far)) * z_far) / (pos.w - (z_far / (z_far-z_near)));
vec4 dc = qgl_FragColor; vec4 dc = qgl_FragColor;
vec2 tc = qgl_FragTexture.xy; 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; float hei = dot(texture(qgl_Material.map_relief.map, tc).rgb, luma) * qgl_Material.map_relief.amount + qgl_Material.map_relief.offset;
@@ -46,7 +49,8 @@ void main(void) {
vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w; vec3 speed = pos.xyz/pos.w - ppos.xyz/ppos.w;
//speed /= abs(pos.z); //speed /= abs(pos.z);
qgl_FragData[0] = vec4(dc.rgb, pos.w); gl_FragDepth = logz;
qgl_FragData[0] = vec4(dc.rgb, pos.z);
qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity); qgl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), specularity);
qgl_FragData[2] = vec4(spec.rgb, hei); qgl_FragData[2] = vec4(spec.rgb, hei);
qgl_FragData[3] = vec4(self.rgb, bn.x); qgl_FragData[3] = vec4(self.rgb, bn.x);

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@@ -2,13 +2,17 @@
out vec3 src_normal, normal, binormal;//, et; out vec3 src_normal, normal, binormal;//, et;
out vec4 pos, ppos; out vec4 pos, ppos;
out float fogCoord, fs_gid; out float fogCoord, logz;
out mat3 TBN; out mat3 TBN;
uniform bool acc_fog; uniform bool acc_fog;
uniform vec2 dt; uniform vec2 dt;
uniform vec3 eye; uniform vec3 eye;
uniform mat4 prev_ModelViewProjectioMatrix; uniform mat4 prev_ModelViewProjectioMatrix;
uniform float z_near, z_far;
const float C = 0.0001;
float FC = 1. / log(z_far * C + 1.);
void main(void) { void main(void) {
normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal); normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
@@ -33,5 +37,11 @@ void main(void) {
//speed /= (abs(speed) + 1.); //speed /= (abs(speed) + 1.);
//speed.xyz *= speed.w; //speed.xyz *= speed.w;
//pos *= pos.w; //pos *= pos.w;
//logz = gl_Position.w*C + 1; //version with fragment code
logz = log(pos.w * C + 1.) * FC;
//pos.z = (logz + logz - 1) * pos.w;
gl_Position = pos; gl_Position = pos;
} }

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@@ -1,7 +1,8 @@
#version 150 #version 150
//#extension GL_EXT_gpu_shader4 : enable //#extension GL_EXT_gpu_shader4 : enable
in vec4 view_dir, view_pos; in vec3 view_dir;
in vec4 view_pos;
uniform vec3 ambient; uniform vec3 ambient;
uniform sampler2D t0, t1, t2, t3, t4, t_pp; uniform sampler2D t0, t1, t2, t3, t4, t_pp;
@@ -22,9 +23,10 @@ vec3 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow; float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
float getShadow(int light, vec3 view_pos, vec3 dpos) { float getShadow(int light, vec3 view_pos, vec3 dpos) {
shp = mat_viewi * vec4(view_pos, 1); //shp = mat_viewi * vec4(view_pos, 1);
shp += vec4(dpos, 0); //shp += vec4(dpos, 0);
//shp = qgl_Light[light].shadowMatrix * shp;
shp = qgl_Light[light].shadowMatrix * vec4(view_pos, 1);
//shp.xyz /= shp.w; //shp.xyz /= shp.w;
shp.z -= 0.1; shp.z -= 0.1;
return textureProj(qgl_Light[light].shadow, shp); return textureProj(qgl_Light[light].shadow, shp);
@@ -51,7 +53,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
//spot *= clamp(1. - sdist, 0, 1); //spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz; vds = ds * bn.xyz;
vds2 = ds * bn2.xyz; vds2 = ds * bn2.xyz;
float shadow = 1;/* getShadow(index, pos.xyz, vec3(0))/* * 3. + float shadow = getShadow(index, pos.xyz, vec3(0))/* * 3. +
getShadow(index, pos.xyz, vds ) * 2. + getShadow(index, pos.xyz, vds ) * 2. +
getShadow(index, pos.xyz, - vds ) * 2. + getShadow(index, pos.xyz, - vds ) * 2. +
getShadow(index, pos.xyz, - vds2 ) * 2. + getShadow(index, pos.xyz, - vds2 ) * 2. +
@@ -92,7 +94,7 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
void main(void) { void main(void) {
//if (d == 1.) discard; //if (d == 1.) discard;
ivec2 tc = ivec2(gl_FragCoord.xy); ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texture2D(t0, qgl_FragTexture.xy); vec4 v0 = texelFetch(t0, tc, 0);
if (v0.w == 0.) { if (v0.w == 0.) {
qgl_FragData[0] = back_color; qgl_FragData[0] = back_color;
return; return;
@@ -109,10 +111,15 @@ void main(void) {
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.); si = vec3(0.);
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far); /*float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
pos = vec4(sp, 0., 1) * mat_proji; pos = vec4(sp, 0., 1) * mat_proji;
pos.xy *= v0.w; pos.xy *= v0.z;
pos.z = posz; pos.z = posz;*/
pos.xyz = view_dir * v0.w;
pos.z = -pos.z;
//pos.z = posz;
//pos.xyz += n * height; //pos.xyz += n * height;
//pos.xyz = v3.xyz; //pos.xyz = v3.xyz;
//pos = v3; //pos = v3;
@@ -130,10 +137,11 @@ void main(void) {
calcLight(0, n, v, v2); calcLight(0, n, v, v2);
qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb; qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb;
//qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10); qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
//qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz); //qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz);
//shd = shd - shp.w; //shd = shd - shp.w;
vec3 fp = pos.xyz * lpos.w;
/*vec3 fp = pos.xyz;// * lpos.w;
vec3 _dlp = fp - qgl_Light[0].position.xyz; vec3 _dlp = fp - qgl_Light[0].position.xyz;
vec3 _ld = qgl_Light[0].direction.xyz; vec3 _ld = qgl_Light[0].direction.xyz;
float lz = dot(_ld, _dlp); float lz = dot(_ld, _dlp);
@@ -143,7 +151,10 @@ void main(void) {
float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp)); float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp));
vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld); vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld);
//qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0); //qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0);
qgl_FragData[0].rgb = vec3(lx*qgl_Light[0].endAngleCos/1); float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz);
float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz);
qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/
//qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz)); //qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz));
//qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2); //qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2);
//qgl_FragData[0].a = 0.; //qgl_FragData[0].a = 0.;

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@@ -1,11 +1,11 @@
#version 150 #version 150
in vec4 view_corner; in vec3 view_corner;
out vec4 view_dir; out vec3 view_dir;
out vec4 view_pos; out vec4 view_pos;
void main(void) { void main(void) {
view_dir = view_corner; view_dir = view_corner / view_corner.z;
view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1)); view_pos = vec4(qgl_ModelViewMatrix * vec4(qgl_Vertex.xy, 1, 1));
view_pos /= view_pos.w; view_pos /= view_pos.w;
qgl_FragTexture = qgl_Texture; qgl_FragTexture = qgl_Texture;

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@@ -1,7 +1,10 @@
#version 150 #version 150
in float logz;
uniform vec4 id; uniform vec4 id;
void main(void) { void main(void) {
gl_FragDepth = logz;
qgl_FragData[0] = id; qgl_FragData[0] = id;
} }

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@@ -1,5 +1,14 @@
#version 150 #version 150
out float logz;
uniform float z_near, z_far;
const float C = 0.0001;
float FC = 1. / log(z_far * C + 1.);
void main(void) { void main(void) {
gl_Position = qgl_ftransform(); vec4 pos = qgl_ftransform();
logz = log(pos.w * C + 1.) * FC;
gl_Position = pos;
} }