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@@ -1,4 +1,4 @@
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precision highp float;
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//precisionhighp float;
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// Фрагментный шейдер:
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uniform vec3 uColor;
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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varying vec3 color;
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void main()
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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uniform samplerCube Texture;
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varying vec3 dir;
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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uniform samplerCube Texture;
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uniform float skyPercent;
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uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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varying vec2 TexCoord;
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varying float vHeight;
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@@ -15,7 +15,7 @@ varying vec3 vWorldNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform highp vec3 uViewPos;
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uniform vec3 uViewPos;
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void main() {
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
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@@ -1,4 +1,4 @@
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precision highp float;
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//precisionhighp float;
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varying vec2 TexCoord;
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varying vec3 vViewDirTangent;
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varying vec3 Color;
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@@ -14,7 +14,7 @@ varying vec3 vWorldNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform highp vec3 uViewPos;
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uniform vec3 uViewPos;
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void main() {
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vWorldNormal = vNormal;
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@@ -23,8 +23,6 @@ void main() {
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vec3 viewDirWorld = normalize(uViewPos - vPosition);
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// Строим матрицу перехода из атрибутов
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// Так как базис ортонормирован, TBN^-1 == TBN_transpose
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vViewDirTangent = vec3(
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dot(viewDirWorld, vTangent),
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dot(viewDirWorld, vBinormal),
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@@ -1,4 +1,4 @@
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precision highp float;
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//precisionhighp float;
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// planetStone фрагментный шейдер
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varying vec2 TexCoord;
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@@ -1,4 +1,4 @@
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precision mediump float;
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//precisionmediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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@@ -0,0 +1,14 @@
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D uText;
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uniform vec4 uColor;
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uniform vec4 uOutlineColor;
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uniform float uOutlineWidth = 0.7;
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void main() {
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float dist = texture(uText, TexCoord).r;
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float outline = smoothstep(0.5 - uOutlineWidth, 0.5 + uOutlineWidth, dist);
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float text = smoothstep(0.5, 0.5 + 0.1, dist);
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float glow = exp(-pow(dist - 0.5, 2.0) / 0.02);
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FragColor = vec4(uColor.rgb * (text + glow * 0.6), uColor.a * outline);
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}
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@@ -0,0 +1,12 @@
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#version 330 core
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in vec2 vPosition;
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in vec2 vTexCoord;
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out vec2 TexCoord;
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uniform mat4 uProjection;
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void main() {
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TexCoord = vTexCoord;
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gl_Position = uProjection * vec4(vPosition.xy, 0.0, 1.0);
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}
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