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Vladislav Khorev committed 2026-02-05 07:33:13 +03:00
commit 82ca994fac
25 files changed
+497 -27

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precision highp float;
//precisionhighp float;
// Фрагментный шейдер:
uniform vec3 uColor;
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@@ -1,4 +1,4 @@
precision mediump float;
//precisionmediump float;
varying vec3 color;
void main()
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precision mediump float;
//precisionmediump float;
uniform samplerCube Texture;
varying vec3 dir;
@@ -1,4 +1,4 @@
precision mediump float;
//precisionmediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
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@@ -1,4 +1,4 @@
precision mediump float;
//precisionmediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
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@@ -1,4 +1,4 @@
precision mediump float;
//precisionmediump float;
uniform samplerCube Texture;
uniform float skyPercent;
uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока
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precision mediump float;
//precisionmediump float;
varying vec2 TexCoord;
varying float vHeight;
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@@ -15,7 +15,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos;
uniform vec3 uViewPos;
void main() {
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
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@@ -1,4 +1,4 @@
precision highp float;
//precisionhighp float;
varying vec2 TexCoord;
varying vec3 vViewDirTangent;
varying vec3 Color;
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@@ -14,7 +14,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos;
uniform vec3 uViewPos;
void main() {
vWorldNormal = vNormal;
@@ -23,8 +23,6 @@ void main() {
vec3 viewDirWorld = normalize(uViewPos - vPosition);
// Строим матрицу перехода из атрибутов
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
vViewDirTangent = vec3(
dot(viewDirWorld, vTangent),
dot(viewDirWorld, vBinormal),
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precision highp float;
//precisionhighp float;
// planetStone фрагментный шейдер
varying vec2 TexCoord;
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@@ -1,4 +1,4 @@
precision mediump float;
//precisionmediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
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#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D uText;
uniform vec4 uColor;
uniform vec4 uOutlineColor;
uniform float uOutlineWidth = 0.7;
void main() {
float dist = texture(uText, TexCoord).r;
float outline = smoothstep(0.5 - uOutlineWidth, 0.5 + uOutlineWidth, dist);
float text = smoothstep(0.5, 0.5 + 0.1, dist);
float glow = exp(-pow(dist - 0.5, 2.0) / 0.02);
FragColor = vec4(uColor.rgb * (text + glow * 0.6), uColor.a * outline);
}
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#version 330 core
in vec2 vPosition;
in vec2 vTexCoord;
out vec2 TexCoord;
uniform mat4 uProjection;
void main() {
TexCoord = vTexCoord;
gl_Position = uProjection * vec4(vPosition.xy, 0.0, 1.0);
}