Added korean location

This commit is contained in:
Vladislav Khorev committed 2026-10-25 01:29:38 +06:00
1 parent d5ef126264
commit 96e748715b
80 files changed
+18949 -80

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+12 -2
View File
@@ -1,5 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying float fogDistance;
@@ -9,8 +15,12 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
#ifdef INSTANCED
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
}
+12 -2
View File
@@ -1,5 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying float fogDistance;
@@ -9,8 +15,12 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
#ifdef INSTANCED
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
}
+16 -3
View File
@@ -2,6 +2,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying vec4 fragPosLightSpace;
@@ -15,10 +21,17 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragPosLightSpace = uLightFromCamera * eyePos;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragNormal = mat3(ModelViewMatrix) * normal;
}
+16 -3
View File
@@ -1,6 +1,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying vec4 fragPosLightSpace;
@@ -14,10 +20,17 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragPosLightSpace = uLightFromCamera * eyePos;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragNormal = mat3(ModelViewMatrix) * normal;
}
+17 -4
View File
@@ -2,6 +2,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying float fogDistance;
@@ -15,11 +21,18 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragWorldXZ = vPosition.xz;
fragNormal = mat3(ModelViewMatrix) * normal;
fragWorldXZ = worldPos.xz;
}
+17 -4
View File
@@ -2,6 +2,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying vec4 fragPosLightSpace;
@@ -17,12 +23,19 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragNormal = mat3(ModelViewMatrix) * normal;
fragPosLightSpace = uLightFromCamera * eyePos;
fragWorldXZ = vPosition.xz;
fragWorldXZ = worldPos.xz;
}
+17 -4
View File
@@ -2,6 +2,12 @@ precision highp float;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying vec4 fragPosLightSpace;
@@ -17,12 +23,19 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragNormal = mat3(ModelViewMatrix) * normal;
fragPosLightSpace = uLightFromCamera * eyePos;
fragWorldXZ = vPosition.xz;
fragWorldXZ = worldPos.xz;
}
+17 -4
View File
@@ -1,6 +1,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec3 vNormal;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
varying vec2 texCoord;
varying float fogDistance;
@@ -14,11 +20,18 @@ uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
vec3 normal = vNormal;
#ifdef INSTANCED
mat4 instanceModel = mat4(iModel0, iModel1, iModel2, iModel3);
worldPos = instanceModel * worldPos;
normal = normalize(mat3(instanceModel) * normal);
#endif
vec4 eyePos = ModelViewMatrix * worldPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
gl_Position = ProjectionModelViewMatrix * worldPos;
texCoord = vTexCoord;
fragViewPos = eyePos.xyz;
fragNormal = mat3(ModelViewMatrix) * vNormal;
fragWorldXZ = vPosition.xz;
fragNormal = mat3(ModelViewMatrix) * normal;
fragWorldXZ = worldPos.xz;
}
+11 -1
View File
@@ -1,9 +1,19 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
uniform mat4 ProjectionModelViewMatrix;
void main()
{
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
vec4 worldPos = vec4(vPosition, 1.0);
#ifdef INSTANCED
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
#endif
gl_Position = ProjectionModelViewMatrix * worldPos;
}