linux shadres

This commit is contained in:
Альберт Гадиев 2025-03-02 18:21:50 +06:00
parent 9f75e3ad60
commit f8b25e581b

View File

@ -7,33 +7,7 @@ uniform vec3 targetPos; // Цель камеры
void main()
{
/*
float maxDistance = 2000;
float alpha = 0.0;
vec4 color = texture2D(Texture, texCoord);
vec3 dir = targetPos - eyePos;
float dirLengthSq = dot(dir, dir);
if (dirLengthSq > 0.0)
{
vec3 objToEye = vWorldPos - eyePos;
float t = dot(objToEye, dir) / dirLengthSq;
if (t >= 0.0 && t <= 1.0)
{
vec3 projection = eyePos + t * dir;
vec3 delta = vWorldPos - projection;
float distSq = dot(delta, delta);
if (distSq < maxDistance * maxDistance)
{
//color.a *= alpha; // Применяем прозрачность
color.rgb = vec3(1,0,0);
}
}
}
*/
vec4 color;
vec3 dirToCamera = normalize(eyePos - targetPos);
@ -46,7 +20,7 @@ void main()
//float distanceToCamera = length(vWorldPos - targetPos);
if (/*(distanceX > 250 || distanceZ > 250) && */(dotProduct > 0.1) && vWorldPos.y > 30)
if ((dotProduct > 0.1) && vWorldPos.y > 30.0)
{
//color.rgba = vec4(1,0,0,1);
discard;
@ -54,8 +28,7 @@ void main()
else
{
color.rgb = texture2D(Texture, texCoord).rgb;
//color.rgb = vec3(clamp(vWorldPos.z/500, 0, 1), 0, 0);
color.a = 1;
color.a = 1.0;
}
gl_FragColor = color;
}