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uniform sampler2D Texture;
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varying vec2 texCoord;
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varying vec3 vWorldPos;
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uniform vec3 eyePos; // Позиция камеры
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uniform vec3 targetPos; // Цель камеры
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void main()
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{
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vec4 color;
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vec3 dirToCamera = normalize(eyePos - targetPos);
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vec3 dirToVertex = normalize(vWorldPos - targetPos);
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float dotProduct = dot(dirToCamera, dirToVertex);
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float distanceX = abs(vWorldPos.x);
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float distanceZ = abs(vWorldPos.z);
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//float distanceToCamera = length(vWorldPos - targetPos);
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if ((distanceX > 380.0 || distanceZ > 380.0) && (dotProduct > 0.0) && vWorldPos.y > 10.0)
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{
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//color.rgba = vec4(1,0,0,1);
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discard;
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}
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else
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{
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color.rgb = texture2D(Texture, texCoord).rgb;
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color.a = 1.0;
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}
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gl_FragColor = color;
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}
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