everything uselles

This commit is contained in:
vottozi 2026-02-02 13:50:43 +06:00
parent bee3545196
commit d249f17d22
15 changed files with 18 additions and 17 deletions

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@ -80,7 +80,7 @@ target_compile_definitions(space-game001 PRIVATE
WIN32_LEAN_AND_MEAN WIN32_LEAN_AND_MEAN
PNG_ENABLED PNG_ENABLED
SDL_MAIN_HANDLED SDL_MAIN_HANDLED
# NETWORK NETWORK
SIMPLIFIED SIMPLIFIED
) )

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
// Фрагментный шейдер: // Фрагментный шейдер:
uniform vec3 uColor; uniform vec3 uColor;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
varying vec3 color; varying vec3 color;
void main() void main()

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform samplerCube Texture; uniform samplerCube Texture;
varying vec3 dir; varying vec3 dir;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform samplerCube Texture; uniform samplerCube Texture;
uniform float skyPercent; uniform float skyPercent;
uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока uniform float uPlayerLightFactor; // Глобальный фактор дня/ночи для позиции игрока

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
varying vec2 TexCoord; varying vec2 TexCoord;
varying float vHeight; varying float vHeight;

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@ -15,7 +15,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix; uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos; uniform vec3 uViewPos;
void main() { void main() {
gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0); gl_Position = ProjectionModelViewMatrix * vec4(vPosition, 1.0);

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
varying vec2 TexCoord; varying vec2 TexCoord;
varying vec3 vViewDirTangent; varying vec3 vViewDirTangent;
varying vec3 Color; varying vec3 Color;

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@ -14,7 +14,7 @@ varying vec3 vWorldNormal;
uniform mat4 ProjectionModelViewMatrix; uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrix;
uniform highp vec3 uViewPos; uniform vec3 uViewPos;
void main() { void main() {
vWorldNormal = vNormal; vWorldNormal = vNormal;
@ -23,8 +23,6 @@ void main() {
vec3 viewDirWorld = normalize(uViewPos - vPosition); vec3 viewDirWorld = normalize(uViewPos - vPosition);
// Строим матрицу перехода из атрибутов
// Так как базис ортонормирован, TBN^-1 == TBN_transpose
vViewDirTangent = vec3( vViewDirTangent = vec3(
dot(viewDirWorld, vTangent), dot(viewDirWorld, vTangent),
dot(viewDirWorld, vBinormal), dot(viewDirWorld, vBinormal),

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@ -1,4 +1,4 @@
precision highp float; //precisionhighp float;
// planetStone фрагментный шейдер // planetStone фрагментный шейдер
varying vec2 TexCoord; varying vec2 TexCoord;

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@ -1,4 +1,4 @@
precision mediump float; //precisionmediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
varying vec2 texCoord; varying vec2 texCoord;

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@ -28,6 +28,7 @@ add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_
add_executable(Server add_executable(Server
server.cpp server.cpp
../src/network/ClientState.h ../src/network/ClientState.h
../src/network/ClientState.cpp
) )
target_include_directories(Server PRIVATE ${BOOST_SRC_DIR}) target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})

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@ -14,7 +14,8 @@ namespace ZL {
char infoLog[CONST_INFOLOG_LENGTH]; char infoLog[CONST_INFOLOG_LENGTH];
int infoLogLength; int infoLogLength;
char infoLog2[CONST_INFOLOG_LENGTH];
int infoLogLength2;
int vertexShaderCompiled; int vertexShaderCompiled;
int fragmentShaderCompiled; int fragmentShaderCompiled;
int programLinked; int programLinked;
@ -40,7 +41,8 @@ namespace ZL {
glCompileShader(fragmentShader); glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog); glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
if (!vertexShaderCompiled) { if (!vertexShaderCompiled) {
#ifdef __ANDROID__ #ifdef __ANDROID__