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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
fixes for gles mode
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@@ -47,7 +47,7 @@ void main()
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discard;
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normal.xy = (texture(normalmap, f_coord).rg * 2.0 - 1.0);
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normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal = normalize(f_tbn * normalize(normal.xyz));
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//vec3 normal = normalize(f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0));
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vec3 refvec = reflect(f_pos.xyz, normal);
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@@ -54,7 +54,7 @@ void main()
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discard;
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vec3 normal;
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normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0);
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normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal_p = normalize(f_tbn * normalize(normal.xyz));
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vec3 refvec = reflect(f_pos.xyz, normal_p);
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#if ENVMAP_ENABLED
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@@ -107,11 +107,11 @@ vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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#if ENVMAP_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = 1;
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if (length(f_pos.xyz) > 20)
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LayersWeight = 1;
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float LayersWeight = 1.0;
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if (length(f_pos.xyz) > 20.0)
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LayersWeight = 1.0;
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else
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LayersWeight = (length(f_pos.xyz) / 20);
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LayersWeight = (length(f_pos.xyz) / 20.0);
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vec2 currentTexCoords = f_coord;
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float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
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@@ -143,4 +143,4 @@ vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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vec2 p = viewDir.xy / viewDir.z * (height * param[2].y - param[2].z);
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return f_coord - p;
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#endif
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}
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}
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@@ -38,7 +38,7 @@ uniform samplerCube envmap;
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#endif
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//wave distortion variables
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float move_factor = 0;
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float move_factor = 0.0;
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vec3 normal_d;
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#define WATER
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@@ -49,7 +49,7 @@ void main()
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{
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//wave distortion
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move_factor += (param[2].z * time);
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move_factor = mod(move_factor, 1);
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move_factor = mod(move_factor, 1.0);
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vec2 texture_coords = f_coord;
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vec2 distorted_tex_coord = texture(dudvmap, vec2(texture_coords.x + move_factor, texture_coords.y)).rg * 0.1;
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distorted_tex_coord = texture_coords + vec2(distorted_tex_coord.x , distorted_tex_coord.y + move_factor);
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@@ -58,7 +58,7 @@ void main()
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vec3 normal;
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normal.xy = (texture(normalmap, texture_coords).rg * 2.0 - 1.0);
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normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal_d = normalize(f_tbn * normalize(normal.xyz));
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vec3 refvec = reflect(f_pos.xyz, normal_d);
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#if ENVMAP_ENABLED
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