A lot of changes in almost all files
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 8.1 KiB |
+4
-1
@@ -2,6 +2,9 @@
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layout (location = 0) in vec2 v_position;
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uniform float u_ar;
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uniform float u_scale;
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void main(){
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gl_Position = vec4(v_position, 0.0, 1.0);
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gl_Position = vec4(v_position.x * u_ar * u_scale, v_position.y * u_scale, 0.0, 1.0);
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}
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+3
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@@ -10,8 +10,8 @@ uniform vec3 u_fogColor;
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void main(){
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vec4 tex_color = texture(u_texture0, a_texCoord);
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if (tex_color.a < 0.5)
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discard;
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//if (tex_color.a < 0.5)
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// discard;
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float depth = (a_distance/256.0)*(a_distance/256.0)*256.0;
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f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0));
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f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f));
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}
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+3
-1
@@ -12,10 +12,12 @@ uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_skyLightColor;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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void main(){
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vec4 viewmodelpos = u_view * u_model * vec4(v_position, 1.0);
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vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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vec4 viewmodelpos = u_view * u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
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a_color = vec4(pow(v_light.rgb, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_color.rgb += u_skyLightColor * v_light.a*0.5;
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