Finalizing render
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@@ -1,42 +1,42 @@
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{
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"ices": [
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{
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"position": [ -20, 0, -50 ],
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"position": [ -20, 0.8, -50 ],
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"scale": 1,
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"angle": 0,
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"type": 1,
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"texture": 1
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},
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{
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"position": [ 30, 0, 30 ],
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"position": [ 30, 0.7, 30 ],
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"scale": 0.3,
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"angle": 0,
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"type": 2,
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"texture": 2
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},
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{
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"position": [ -10, 0, 50 ],
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"position": [ -10, 0.7, 50 ],
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"scale": 0.1,
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"angle": 0,
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"type": 3,
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"texture": 3
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},
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{
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"position": [ 0, 0, 50 ],
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"position": [ 0, 0.7, 50 ],
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"scale": 0.1,
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"angle": 0,
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"type": 4,
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"texture": 1
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},
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{
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"position": [ 30, 0, 30 ],
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"position": [ 30, 0.7, 30 ],
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"scale": 0.2,
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"angle": 0,
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"type": 5,
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"texture": 2
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},
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{
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"position": [ 50, 0, -50 ],
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"position": [ 50, 0.7, -50 ],
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"scale": 2,
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"angle": 0,
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"type": 6,
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@@ -5,6 +5,7 @@ uniform sampler2D NormalMap;
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uniform vec3 LightDirection;
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uniform float TimeOfDayCoef1;
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uniform float TimeOfDayCoef2;
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uniform float invCoef;
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uniform vec3 TimeOfDayColor;
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varying vec2 texCoord;
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@@ -24,4 +25,10 @@ void main()
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//gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + vec3(0.0, 0.1, 0.2)) * (0.4)), 1.0);
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gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + TimeOfDayColor) * (cosf * TimeOfDayCoef1 + TimeOfDayCoef2)), 1.0);
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if (posVec.y < 0.0)
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{
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discard;
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//gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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@@ -4,6 +4,7 @@ attribute vec3 Tangent;
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attribute vec3 Binormal;
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attribute vec2 vTexCoord;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec3 CamPos;
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@@ -29,5 +30,5 @@ void main()
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normVec = Normal;
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posVec = vPosition;
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posVec = vPosition.xyz;
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}
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