everything uselles
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@ -80,7 +80,7 @@ target_compile_definitions(space-game001 PRIVATE
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WIN32_LEAN_AND_MEAN
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WIN32_LEAN_AND_MEAN
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PNG_ENABLED
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PNG_ENABLED
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SDL_MAIN_HANDLED
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SDL_MAIN_HANDLED
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# NETWORK
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NETWORK
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SIMPLIFIED
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SIMPLIFIED
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)
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)
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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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// Фрагментный шейдер:
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uniform vec3 uColor;
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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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varying vec3 color;
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void main()
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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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uniform samplerCube Texture;
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varying vec3 dir;
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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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uniform sampler2D Texture;
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varying vec2 texCoord;
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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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uniform sampler2D Texture;
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varying vec2 texCoord;
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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 samplerCube Texture;
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uniform float skyPercent;
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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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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 vec2 TexCoord;
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varying float vHeight;
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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 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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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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void main() {
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);
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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 vec2 TexCoord;
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varying vec3 vViewDirTangent;
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varying vec3 vViewDirTangent;
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varying vec3 Color;
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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 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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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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void main() {
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vWorldNormal = vNormal;
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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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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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vViewDirTangent = vec3(
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dot(viewDirWorld, vTangent),
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dot(viewDirWorld, vTangent),
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dot(viewDirWorld, vBinormal),
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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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// planetStone фрагментный шейдер
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varying vec2 TexCoord;
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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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uniform sampler2D Texture;
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varying vec2 texCoord;
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varying vec2 texCoord;
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@ -28,6 +28,7 @@ add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_
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add_executable(Server
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add_executable(Server
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server.cpp
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server.cpp
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../src/network/ClientState.h
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../src/network/ClientState.h
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../src/network/ClientState.cpp
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)
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)
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target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})
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target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})
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@ -14,7 +14,8 @@ namespace ZL {
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char infoLog[CONST_INFOLOG_LENGTH];
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char infoLog[CONST_INFOLOG_LENGTH];
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int infoLogLength;
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int infoLogLength;
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char infoLog2[CONST_INFOLOG_LENGTH];
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int infoLogLength2;
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int vertexShaderCompiled;
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int vertexShaderCompiled;
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int fragmentShaderCompiled;
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int fragmentShaderCompiled;
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int programLinked;
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int programLinked;
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@ -40,7 +41,8 @@ namespace ZL {
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glCompileShader(fragmentShader);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
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glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
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glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
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if (!vertexShaderCompiled) {
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if (!vertexShaderCompiled) {
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#ifdef __ANDROID__
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#ifdef __ANDROID__
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