finally frame buffer rendering is working

This commit is contained in:
Vladislav Khorev committed 2025-12-20 23:08:26 +03:00
1 parent e690d0f8e2
commit 29834d528a
20 files changed
+601 -164

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+2 -2
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@@ -90,8 +90,8 @@ void main()
// 4. Смешивание цвета с туманом
//vec3 mountainColor = vec3((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.5,0.0);
gl_FragColor = mix(vec4(uColor* finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
//gl_FragColor = mix(vec4(uColor* finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
//gl_FragColor = vec4((length(pos+vec3(0.0,0.0,45000.0))-20000.0)/100.0, 0.0,0.0, 1.0);
//gl_FragColor = vec4(fogFactor, 0.5,0.5, 1.0);
//gl_FragColor = vec4(uColor*textureColor.rgb, 1.0);
gl_FragColor = vec4(textureColor.rgb, 1.0);
}
+18
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@@ -0,0 +1,18 @@
// Вершинный шейдер (Vertex Shader)
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 TexCoord;
uniform mat4 ProjectionModelViewMatrix;
void main()
{
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
TexCoord = vTexCoord;
}
@@ -0,0 +1,24 @@
// Fragment Shader
varying vec2 TexCoord;
uniform sampler2D Texture; // sandTexture
uniform sampler2D StoneMap; // Наша запеченная текстура
uniform float testShift1;
uniform float testShift2;
void main()
{
vec2 newTexCoord;
newTexCoord.x = TexCoord.x;
//newTexCoord.y = 1.0 - TexCoord.y - 0.0122;
//newTexCoord.y = TexCoord.y * (1.0+testShift) + 0.0122;
//newTexCoord.y = (TexCoord.y + 0.0122)*(1.0 +x/500.0);
newTexCoord.y = TexCoord.y * (1.0-6.0/500.0) + 0.0122+ (11.0/500.0) *0.1 -6/5000.0;
//newTexCoord.y = TexCoord.y;
vec4 sandColor = texture2D(Texture, TexCoord);
vec4 stoneData = texture2D(StoneMap, newTexCoord);
//vec3 finalColor = sandColor.rgb*0.5 + stoneData.rgb*0.5;
vec3 finalColor = stoneData.rgb;
//vec3 finalColor = sandColor.rgb;
gl_FragColor = vec4(finalColor, 1.0);
}