everything uselles

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

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@@ -80,7 +80,7 @@ target_compile_definitions(space-game001 PRIVATE
WIN32_LEAN_AND_MEAN
PNG_ENABLED
SDL_MAIN_HANDLED
# NETWORK
NETWORK
SIMPLIFIED
)
@@ -1,4 +1,4 @@
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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@@ -1,4 +1,4 @@
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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@@ -1,4 +1,4 @@
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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@@ -1,4 +1,4 @@
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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@@ -28,6 +28,7 @@ add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_
add_executable(Server
server.cpp
../src/network/ClientState.h
../src/network/ClientState.cpp
)
target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})
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@@ -14,7 +14,8 @@ namespace ZL {
char infoLog[CONST_INFOLOG_LENGTH];
int infoLogLength;
char infoLog2[CONST_INFOLOG_LENGTH];
int infoLogLength2;
int vertexShaderCompiled;
int fragmentShaderCompiled;
int programLinked;
@@ -40,7 +41,8 @@ namespace ZL {
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
if (!vertexShaderCompiled) {
#ifdef __ANDROID__