moved to shstk
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46
libs/qglview/shaders/dsl_pass_0.vert
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46
libs/qglview/shaders/dsl_pass_0.vert
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#version 150
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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, FC, C;
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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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void main(void) {
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normal = qgl_Normal;//(qgl_NormalMatrix * qgl_Normal);
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binormal = qgl_Bitangent;//(qgl_NormalMatrix * qgl_Normal);
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pos = qgl_ftransform();
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TBN = mat3(qgl_Tangent, qgl_Bitangent, qgl_Normal);
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/*if (acc_fog) {
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fogCoord = (gl_Fog.end - length(pos.xyz) * 0.85) / (gl_Fog.end - gl_Fog.start);
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fogCoord = 1. - clamp(fogCoord, 0., 1.);
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}*/
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//gl_TexCoord[0] = gl_MultiTexCoord0;
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//gl_TexCoord[1] = gl_MultiTexCoord1;
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src_normal = normalize(vec3(pos.xy * dt * 2., 0));
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qgl_FragTexture = qgl_Texture;
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qgl_FragColor = qgl_Color;
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//tp /= tp.w;
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ppos = prev_ModelViewProjectioMatrix * vec4(qgl_Vertex.xyz, 1);
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//pos.w = pos.w;
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//speed = tp - ppos;
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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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C = 0.01;
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FC = 1. / log(z_far * C + 1.);
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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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