płynne przejscie planetoid
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@ -1,9 +1,9 @@
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#version 430 core
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#version 430 core
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float AMBIENT = 0.6;
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float AMBIENT = 0.4;
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float roughness;
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float roughness;
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float metalic;
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float metalic;
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float MAX_DISTANCE = 12.0;
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uniform vec3 color;
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uniform vec3 color;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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@ -17,7 +17,7 @@ in vec2 vecTex;
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in vec3 viewDirTS;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 lightDirTS;
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in float distanceToCamera;
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out vec4 outColor;
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out vec4 outColor;
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void main()
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void main()
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@ -57,7 +57,10 @@ void main()
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vec3 BRDF = kD*(textureColor/3.1458493) + specular;
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vec3 BRDF = kD*(textureColor/3.1458493) + specular;
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if (distanceToCamera > MAX_DISTANCE)
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{
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discard;
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}
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@ -17,7 +17,7 @@ uniform vec3 cameraPos;
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out vec3 viewDirTS;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 lightDirTS;
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out float distanceToCamera;
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mat3 TBN;
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mat3 TBN;
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@ -42,6 +42,6 @@ void main()
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vecTex = vertexTexCoord;
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vecTex = vertexTexCoord;
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vecTex.y = 1.0 - vecTex.y;
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vecTex.y = 1.0 - vecTex.y;
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distanceToCamera = length(worldPos - cameraPos);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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}
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