61 lines
1.5 KiB
Plaintext
61 lines
1.5 KiB
Plaintext
uniform sampler2D Texture;
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varying vec2 texCoord;
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varying vec3 vWorldPos;
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uniform vec3 eyePos; // Позиция камеры
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uniform vec3 targetPos; // Цель камеры
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void main()
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{
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/*
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float maxDistance = 2000;
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float alpha = 0.0;
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vec4 color = texture2D(Texture, texCoord);
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vec3 dir = targetPos - eyePos;
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float dirLengthSq = dot(dir, dir);
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if (dirLengthSq > 0.0)
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{
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vec3 objToEye = vWorldPos - eyePos;
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float t = dot(objToEye, dir) / dirLengthSq;
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if (t >= 0.0 && t <= 1.0)
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{
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vec3 projection = eyePos + t * dir;
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vec3 delta = vWorldPos - projection;
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float distSq = dot(delta, delta);
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if (distSq < maxDistance * maxDistance)
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{
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//color.a *= alpha; // Применяем прозрачность
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color.rgb = vec3(1,0,0);
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}
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}
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}
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*/
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vec4 color;
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vec3 dirToCamera = normalize(eyePos - targetPos);
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vec3 dirToVertex = normalize(vWorldPos - targetPos);
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float dotProduct = dot(dirToCamera, dirToVertex);
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float distanceX = abs(vWorldPos.x);
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float distanceZ = abs(vWorldPos.z);
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float distanceToCamera = length(vWorldPos - targetPos);
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if ((distanceX > 750 || distanceZ > 750) && (dotProduct > 0.93))
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{
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//color.rgba = vec4(1,0,0,1);
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discard;
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}
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else
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{
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color.rgb = texture2D(Texture, texCoord).rgb;
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//color.rgb = vec3(clamp(vWorldPos.z/500, 0, 1), 0, 0);
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color.a = 1;
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}
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gl_FragColor = color;
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} |