diff --git a/defaultHideCam.fragment b/defaultHideCam.fragment index cd91b15..89c7026 100644 --- a/defaultHideCam.fragment +++ b/defaultHideCam.fragment @@ -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; } \ No newline at end of file