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							@ -1,139 +1,159 @@
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2024-Jun-09 10:36:12: Log started
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					2024-Jun-09 21:40:20: Log started
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2024-Jun-09 10:36:13: OpenGL Window created
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					2024-Jun-09 21:40:20: OpenGL Window created
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2024-Jun-09 10:36:13: Script manager ready
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					2024-Jun-09 21:40:20: Script manager ready
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2024-Jun-09 10:36:13: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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					2024-Jun-09 21:40:20: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
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2024-Jun-09 10:36:13: Render::OpenGL glVersion above 2.0 ok
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					2024-Jun-09 21:40:20: Render::OpenGL glVersion above 2.0 ok
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2024-Jun-09 10:36:13: Render::OpenGL GL_ARB_framebuffer_object supported ok
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					2024-Jun-09 21:40:20: Render::OpenGL GL_ARB_framebuffer_object supported ok
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2024-Jun-09 10:36:13: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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					2024-Jun-09 21:40:20: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
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2024-Jun-09 10:36:13: Prepare to add shader GUI
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					2024-Jun-09 21:40:20: Prepare to add shader GUI
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 3
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					2024-Jun-09 21:40:20: Shader program is - 3
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: GUI
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: GUI
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2024-Jun-09 10:36:13: Prepare to add shader Parallax
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					2024-Jun-09 21:40:20: Prepare to add shader Parallax
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20 
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					WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20 
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WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20 
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					WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20 
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WARNING: 0:27: 'assign' : implicit type conversion allowed
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					WARNING: 0:27: 'assign' : implicit type conversion allowed
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2024-Jun-09 10:36:13: Shader program is - 6
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					2024-Jun-09 21:40:20: Shader program is - 6
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Parallax
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Parallax
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2024-Jun-09 10:36:13: Prepare to add shader Directlight
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					2024-Jun-09 21:40:20: Prepare to add shader Directlight
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 9
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					2024-Jun-09 21:40:20: Shader program is - 9
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Directlight
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Directlight
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2024-Jun-09 10:36:13: Prepare to add shader Env
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					2024-Jun-09 21:40:20: Prepare to add shader Directlight2
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 12
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					2024-Jun-09 21:40:20: Shader program is - 12
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Env
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Directlight2
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2024-Jun-09 10:36:13: Prepare to add shader EnvReverse
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					2024-Jun-09 21:40:20: Prepare to add shader Env
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 15
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					2024-Jun-09 21:40:20: Shader program is - 15
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: EnvReverse
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Env
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2024-Jun-09 10:36:13: Prepare to add shader Water
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					2024-Jun-09 21:40:20: Prepare to add shader EnvReverse
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: Shader program is - 18
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: EnvReverse
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					2024-Jun-09 21:40:20: Prepare to add shader EnvReverseNight
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: Shader program is - 21
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: EnvReverseNight
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					2024-Jun-09 21:40:20: Prepare to add shader Water
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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WARNING: 0:29: 'assign' : implicit type conversion allowed from GLSL 1.20 
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					WARNING: 0:29: 'assign' : implicit type conversion allowed from GLSL 1.20 
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2024-Jun-09 10:36:13: Shader program is - 18
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					2024-Jun-09 21:40:20: Shader program is - 24
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Water
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Water
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2024-Jun-09 10:36:13: Prepare to add shader Frame
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					2024-Jun-09 21:40:20: Prepare to add shader Frame
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 21
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					2024-Jun-09 21:40:20: Shader program is - 27
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Frame
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Frame
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2024-Jun-09 10:36:13: Prepare to add shader Lightview
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					2024-Jun-09 21:40:20: Prepare to add shader Lightview
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 24
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					2024-Jun-09 21:40:20: Shader program is - 30
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Lightview
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Lightview
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2024-Jun-09 10:36:13: Prepare to add shader Simple3D
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					2024-Jun-09 21:40:20: Prepare to add shader Simple3D
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' :  #version directive missing
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2024-Jun-09 10:36:13: Shader program is - 27
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					2024-Jun-09 21:40:20: Shader program is - 33
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager::Shader 
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager::Shader 
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2024-Jun-09 10:36:13: ResourceManager::ShaderManager shader loaded: Simple3D
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					2024-Jun-09 21:40:20: ResourceManager::ShaderManager shader loaded: Simple3D
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_yellow.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_yellow.lm1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_red000.bmp with id = 3
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_red000.bmp with id = 3
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_red.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_red.lm1
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_box_blue00.bmp with id = 4
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_box_blue00.bmp with id = 4
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2024-Jun-09 10:36:13: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture reference added: bt_box_norm.bmp32
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_box_blue.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/bt_box_blue.lm1
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			||||||
2024-Jun-09 10:36:13: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
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					2024-Jun-09 21:40:20: ResourceManager::TexList Texture added: bt_cone.bmp with id = 5
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2024-Jun-09 10:36:13: Lite model added successfully: models/bt_cone.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/bt_cone.lm1
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			||||||
2024-Jun-09 10:36:13: Lite model added successfully: models/girl.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/girl.lm1
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2024-Jun-09 10:36:14: Lite model added successfully: models/bonemodel.lm1
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					2024-Jun-09 21:40:20: Lite model added successfully: models/bonemodel.lm1
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2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: out.bmp with id = 6
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					2024-Jun-09 21:40:21: ResourceManager::TexList Texture added: out.bmp with id = 6
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2024-Jun-09 10:36:16: FrameManager:: frame buffer added: Skybox
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					2024-Jun-09 21:40:21: FrameManager:: frame buffer added: Skybox
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2024-Jun-09 10:36:16: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
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					2024-Jun-09 21:40:21: ResourceManager::TexList Texture added: normalmap.bmp with id = 8
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			||||||
2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posx.bmp
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2024-Jun-09 10:36:16: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negx.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posy.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negy.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/posz.bmp
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2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/negz.bmp
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			||||||
2024-Jun-09 10:36:17: ResourceManager::TexList texture added succesfuly: posx.bmp
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					2024-Jun-09 21:40:21: ResourceManager::TexList texture added succesfuly: posx.bmp
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			||||||
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
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					2024-Jun-09 21:40:21: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_rt.bmp
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			||||||
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
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					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_lf.bmp
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			||||||
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
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					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_dn.bmp
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			||||||
2024-Jun-09 10:36:17: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
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					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_up.bmp
 | 
				
			||||||
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_bk.bmp
 | 
				
			||||||
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/yavin_ft.bmp
 | 
				
			||||||
2024-Jun-09 10:36:18: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
 | 
					2024-Jun-09 21:40:22: ResourceManager::TexList texture added succesfuly: yavin_rt.bmp
 | 
				
			||||||
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_rt.bmp
 | 
				
			||||||
2024-Jun-09 10:36:18: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_lf.bmp
 | 
				
			||||||
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_up.bmp
 | 
				
			||||||
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
 | 
					2024-Jun-09 21:40:22: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_dn.bmp
 | 
				
			||||||
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
 | 
					2024-Jun-09 21:40:23: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_bk.bmp
 | 
				
			||||||
2024-Jun-09 10:36:19: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
 | 
					2024-Jun-09 21:40:23: Going to add texture: C:\Work\OldProjects\ho3\resources\../resources/sky/space_ft.bmp
 | 
				
			||||||
2024-Jun-09 10:36:20: ResourceManager::TexList texture added succesfuly: space_rt.bmp
 | 
					2024-Jun-09 21:40:23: ResourceManager::TexList texture added succesfuly: space_rt.bmp
 | 
				
			||||||
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ScreenBlur
 | 
					2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ScreenBlur
 | 
				
			||||||
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferGlobal
 | 
					2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ShadowBufferGlobal
 | 
				
			||||||
2024-Jun-09 10:36:20: FrameManager:: frame buffer added: ShadowBufferLocal
 | 
					2024-Jun-09 21:40:23: FrameManager:: frame buffer added: ShadowBufferLocal
 | 
				
			||||||
 | 
				
			|||||||
@ -14,53 +14,68 @@ void TMyApplication::DrawToCubemap()
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",0);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",0);
 | 
				
			||||||
	Renderer->SetGlPosXView(false, true);
 | 
						Renderer->SetGlPosXView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlPosXView(true, true);
 | 
						Renderer->SetGlPosXView(true, true);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
	//glClearColor()
 | 
						//glClearColor()
 | 
				
			||||||
	//glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
 | 
						//glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",1);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",1);
 | 
				
			||||||
	Renderer->SetGlNegXView(false, true);
 | 
						Renderer->SetGlNegXView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlNegXView(true, true);
 | 
						Renderer->SetGlNegXView(true, true);
 | 
				
			||||||
	//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",2);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",2);
 | 
				
			||||||
	Renderer->SetGlPosYView(false, true);
 | 
						Renderer->SetGlPosYView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlPosYView(true, true);
 | 
						Renderer->SetGlPosYView(true, true);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
	//glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
 | 
						//glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",3);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",3);
 | 
				
			||||||
	Renderer->SetGlNegYView(false, true);
 | 
						Renderer->SetGlNegYView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlNegYView(true, true);
 | 
						Renderer->SetGlNegYView(true, true);
 | 
				
			||||||
	//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",4);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",4);
 | 
				
			||||||
	Renderer->SetGlPosZView(false, true);
 | 
						Renderer->SetGlPosZView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlPosZView(true, true);
 | 
						Renderer->SetGlPosZView(true, true);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
	//glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
 | 
						//glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	Renderer->SwitchToCubemapBuffer("Skybox",5);
 | 
						Renderer->SwitchToCubemapBuffer("Skybox",5);
 | 
				
			||||||
	Renderer->SetGlNegZView(false, true);
 | 
						Renderer->SetGlNegZView(false, true);
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGlNegZView(true, true);
 | 
						Renderer->SetGlNegZView(true, true);
 | 
				
			||||||
	//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
						//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 | 
				
			||||||
	//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
						//glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	Renderer->SwitchToScreen();
 | 
						Renderer->SwitchToScreen();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -84,9 +99,12 @@ void TMyApplication::DrawToShadowMap()
 | 
				
			|||||||
void TMyApplication::DrawSceneWithoutWater()
 | 
					void TMyApplication::DrawSceneWithoutWater()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	Renderer->SetGLCamAngleView();
 | 
						Renderer->SetGLCamAngleView();
 | 
				
			||||||
	DrawCubemapDay();
 | 
						//DrawCubemapDay();
 | 
				
			||||||
 | 
						DrawCubemapNight();
 | 
				
			||||||
 | 
						Renderer->PushShader("Directlight2");
 | 
				
			||||||
	Renderer->SetGLCamView();
 | 
						Renderer->SetGLCamView();
 | 
				
			||||||
	GameMap.DrawVBO();
 | 
						GameMap.DrawVBO();
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void TMyApplication::DrawWaterSurface()
 | 
					void TMyApplication::DrawWaterSurface()
 | 
				
			||||||
@ -160,6 +178,30 @@ void TMyApplication::DrawCubemapDay()
 | 
				
			|||||||
	Renderer->PopShader();
 | 
						Renderer->PopShader();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void TMyApplication::DrawCubemapNight()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						Renderer->PushShader("EnvReverseNight");
 | 
				
			||||||
 | 
						//Renderer->SetGLCamAngleView();
 | 
				
			||||||
 | 
						//Renderer->SetGLCamAngleView();
 | 
				
			||||||
 | 
						//Renderer->LoadIdentity();
 | 
				
			||||||
 | 
						RenderUniformMatrix3fv(CONST_STRING_MODELROTATEMATRIX_UNIFORM, false, (float*)IdentityMatrix.m);
 | 
				
			||||||
 | 
						RenderUniform3fv(CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM, (float*)ZeroVec3.v);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						//glBindTexture(GL_TEXTURE_CUBE_MAP, ResourceManager->FrameManager.GetFrameTexture("Skybox"));
 | 
				
			||||||
 | 
						glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTextureNight);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						EnableVertexAttribArray("vPosition");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						DrawVertexDataStruct(cubemapVertexDataStruct);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						DisableVertexAttribArray("vPosition");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						glClear(GL_DEPTH_BUFFER_BIT);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						Renderer->PopShader();
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void TMyApplication::DrawFrameFullScreen()
 | 
					void TMyApplication::DrawFrameFullScreen()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -176,8 +218,10 @@ void TMyApplication::InnerInit()
 | 
				
			|||||||
	ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
 | 
				
			||||||
 | 
						ResourceManager->ShaderManager.AddShader("Directlight2", "shaders/directlight2.vertex", "shaders/directlight2.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("EnvReverse", "shaders/env_reverse.vertex", "shaders/env_reverse.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("EnvReverse", "shaders/env_reverse.vertex", "shaders/env_reverse.fragment");
 | 
				
			||||||
 | 
						ResourceManager->ShaderManager.AddShader("EnvReverseNight", "shaders/env_reverse_night.vertex", "shaders/env_reverse_night.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
 | 
				
			||||||
	ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
 | 
						ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
 | 
				
			||||||
 | 
				
			|||||||
@ -40,6 +40,7 @@ class TMyApplication : public SE::TApplication
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	void DrawCubemap();
 | 
						void DrawCubemap();
 | 
				
			||||||
	void DrawCubemapDay();
 | 
						void DrawCubemapDay();
 | 
				
			||||||
 | 
						void DrawCubemapNight();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	void DrawFrameFullScreen();
 | 
						void DrawFrameFullScreen();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
							
								
								
									
										46
									
								
								resources/shaders/directlight2.fragment
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										46
									
								
								resources/shaders/directlight2.fragment
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,46 @@
 | 
				
			|||||||
 | 
					uniform sampler2D Texture;
 | 
				
			||||||
 | 
					uniform float FogBeginDistance;
 | 
				
			||||||
 | 
					uniform float FogEndDistance;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec2 texCoord;
 | 
				
			||||||
 | 
					varying vec3 vertexPos;
 | 
				
			||||||
 | 
					varying vec3 normal;
 | 
				
			||||||
 | 
					varying vec3 absoluteVertexPos;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
 | 
				
			||||||
 | 
						//gl_FragColor = vec4(norm, 1.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						vec3 norm = normalize(normal);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec3 lightPos = vec3(-2, 5, 0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec3 lightVec = absoluteVertexPos - lightPos;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float coef = max(dot(-normalize(lightVec),norm),0.2);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec4 texColor = texture2D(Texture,texCoord).rgba;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						/*
 | 
				
			||||||
 | 
						//Night
 | 
				
			||||||
 | 
						//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
 | 
				
			||||||
 | 
						vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						gl_FragColor =  vec4(resultColor.rgb, 1.0);*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										26
									
								
								resources/shaders/directlight2.vertex
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										26
									
								
								resources/shaders/directlight2.vertex
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,26 @@
 | 
				
			|||||||
 | 
					attribute vec3 vPosition;
 | 
				
			||||||
 | 
					attribute vec2 vTexCoord;
 | 
				
			||||||
 | 
					attribute vec3 vNormal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					uniform mat3 ModelRotateMatrix;
 | 
				
			||||||
 | 
					uniform vec3 ModelTranslateVector;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec2 texCoord;
 | 
				
			||||||
 | 
					varying vec3 vertexPos;
 | 
				
			||||||
 | 
					varying vec3 absoluteVertexPos;
 | 
				
			||||||
 | 
					varying vec3 normal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
 | 
				
			||||||
 | 
						gl_Position = ProjectionMatrix * realVertexPos;
 | 
				
			||||||
 | 
						vertexPos = gl_Position.xyz;
 | 
				
			||||||
 | 
						
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						absoluteVertexPos = vPosition;
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 | 
						
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 | 
						texCoord = vTexCoord.st;
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 | 
						
 | 
				
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 | 
						normal = vNormal;
 | 
				
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 | 
						
 | 
				
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 | 
					}
 | 
				
			||||||
							
								
								
									
										47
									
								
								resources/shaders/directlight3.fragment
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										47
									
								
								resources/shaders/directlight3.fragment
									
									
									
									
									
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							@ -0,0 +1,47 @@
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					uniform sampler2D Texture;
 | 
				
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					uniform sampler2D NormalMap;
 | 
				
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 | 
					uniform float FogBeginDistance;
 | 
				
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 | 
					uniform float FogEndDistance;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec2 texCoord;
 | 
				
			||||||
 | 
					varying vec3 vertexPos;
 | 
				
			||||||
 | 
					varying vec3 normal;
 | 
				
			||||||
 | 
					varying vec3 absoluteVertexPos;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						//vec3 norm = normalize(normal)*0.5 + vec3(0.5, 0.5, 0.5);
 | 
				
			||||||
 | 
						//gl_FragColor = vec4(norm, 1.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						vec3 norm = normalize(normal);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec3 lightPos = vec3(-2, 5, 0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec3 lightVec = absoluteVertexPos - lightPos;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float coef = max(dot(-normalize(lightVec),norm),0.2);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float coef2 = clamp((15.0 - length(lightVec))/10.0, 0.2, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec4 texColor = texture2D(NormalMap,texCoord).rgba;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						gl_FragColor = vec4(texColor.rgb*coef2*coef, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						/*
 | 
				
			||||||
 | 
						//Night
 | 
				
			||||||
 | 
						//vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
 | 
				
			||||||
 | 
						vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec4 resultColor = mix(texColor*coef2, fogColor, fogDistCoef);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						gl_FragColor =  vec4(resultColor.rgb, 1.0);*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										26
									
								
								resources/shaders/directlight3.vertex
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										26
									
								
								resources/shaders/directlight3.vertex
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,26 @@
 | 
				
			|||||||
 | 
					attribute vec3 vPosition;
 | 
				
			||||||
 | 
					attribute vec2 vTexCoord;
 | 
				
			||||||
 | 
					attribute vec3 vNormal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					uniform mat3 ModelRotateMatrix;
 | 
				
			||||||
 | 
					uniform vec3 ModelTranslateVector;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec2 texCoord;
 | 
				
			||||||
 | 
					varying vec3 vertexPos;
 | 
				
			||||||
 | 
					varying vec3 absoluteVertexPos;
 | 
				
			||||||
 | 
					varying vec3 normal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
						vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
 | 
				
			||||||
 | 
						gl_Position = ProjectionMatrix * realVertexPos;
 | 
				
			||||||
 | 
						vertexPos = gl_Position.xyz;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						absoluteVertexPos = vPosition;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						texCoord = vTexCoord.st;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						normal = vNormal;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										21
									
								
								resources/shaders/env_reverse_night.fragment
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										21
									
								
								resources/shaders/env_reverse_night.fragment
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,21 @@
 | 
				
			|||||||
 | 
					uniform samplerCube Env;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec3 dir;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main(){
 | 
				
			||||||
 | 
						gl_FragColor = textureCube(Env, normalize(dir));
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						float coef = dir.y+1.0;
 | 
				
			||||||
 | 
						coef = clamp(coef, 0.0, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						gl_FragColor = mix(gl_FragColor,fogColor, coef);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						//if (dir.z < 0)
 | 
				
			||||||
 | 
						//{
 | 
				
			||||||
 | 
						//	gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
 | 
				
			||||||
 | 
						//}
 | 
				
			||||||
 | 
						//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										14
									
								
								resources/shaders/env_reverse_night.vertex
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										14
									
								
								resources/shaders/env_reverse_night.vertex
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,14 @@
 | 
				
			|||||||
 | 
					attribute vec3 vPosition;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					uniform mat3 ModelRotateMatrix;
 | 
				
			||||||
 | 
					uniform vec3 ModelTranslateVector;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					varying vec3 dir;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main(){
 | 
				
			||||||
 | 
						vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
 | 
				
			||||||
 | 
						gl_Position = ProjectionMatrix * realVertexPos;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						dir = -vPosition;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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		Reference in New Issue
	
	Block a user