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tryout
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parent
3d9bccb7c7
commit
9e6c070ac6
1 changed files with 9 additions and 9 deletions
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@ -85,15 +85,15 @@ geometry =
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f_vertex = v_vertex[0];
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal;
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f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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f_normal = g_vertex_normal;
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f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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f_normal = vec3(0.0);
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f_normal = vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
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gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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@ -101,15 +101,15 @@ geometry =
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//f_color = v_color[1];
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//f_color = v_color[1];
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f_normal = vec3(0.0);
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f_normal = vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
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gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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f_normal = -g_vertex_normal;
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f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
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gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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f_normal = -g_vertex_normal;
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f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
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gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
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EmitVertex();
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EmitVertex();
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@ -162,14 +162,14 @@ fragment =
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vec3 cameraPos;
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vec3 cameraPos;
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vec3 cameraNormal;
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vec3 cameraNormal;
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Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal);
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//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
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mediump vec4 finalColor = vec4(0.0);
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mediump vec4 finalColor = vec4(0.0);
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finalColor += u_ambientColor;
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finalColor += u_ambientColor;
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//highp vec3 normal = normalize(f_normal);
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highp vec3 normal = normalize(f_normal);
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highp vec3 normal = normalize(cameraNormal);
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//highp vec3 normal = normalize(cameraNormal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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// Diffuse Component
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