Non puoi selezionare più di 25 argomenti Gli argomenti devono iniziare con una lettera o un numero, possono includere trattini ('-') e possono essere lunghi fino a 35 caratteri.

shinydebugwireframe.lolfx 2.8 KiB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116
  1. [vert.glsl]
  2. #version 120
  3. attribute vec3 in_Position;
  4. attribute vec3 in_Normal;
  5. attribute vec4 in_Color;
  6. uniform mat4 u_modelview;
  7. uniform mat4 u_view;
  8. uniform mat4 u_proj;
  9. uniform mat3 u_normalmat;
  10. varying vec4 pass_Vertex; /* View space */
  11. varying vec3 pass_TNormal;
  12. varying vec4 pass_Color;
  13. void main(void)
  14. {
  15. vec4 vertex = u_modelview * vec4(in_Position, 1.0);
  16. vec3 tnorm = normalize(u_normalmat * in_Normal);
  17. pass_Vertex = vertex;
  18. pass_TNormal = tnorm;
  19. pass_Color = in_Color;
  20. gl_Position = u_proj * vertex;
  21. }
  22. [frag.glsl]
  23. #version 120
  24. #if defined GL_ES
  25. precision highp float;
  26. #endif
  27. uniform float in_Damage;
  28. uniform mat4 u_view;
  29. uniform mat4 u_inv_view;
  30. uniform vec4 u_lights[8 * 2];
  31. varying vec4 pass_Vertex; /* View space */
  32. varying vec3 pass_TNormal;
  33. varying vec4 pass_Color;
  34. void main(void)
  35. {
  36. gl_FragColor = pass_Color * length(normalize(pass_TNormal));
  37. }
  38. [vert.hlsl]
  39. void main(float3 in_Vertex : POSITION,
  40. float3 in_Normal : NORMAL,
  41. float4 in_Color : COLOR,
  42. uniform float4x4 u_modelview,
  43. uniform float4x4 u_proj,
  44. uniform float3x3 u_normalmat,
  45. out float4 pass_Vertex : TEXCOORD0,
  46. out float3 pass_TNormal : TEXCOORD1,
  47. out float4 pass_Color : COLOR,
  48. out float4 out_Position : POSITION)
  49. {
  50. float4 eye = mul(u_modelview, float4(in_Vertex, 1.0));
  51. float3 tnorm = normalize(mul(u_normalmat, in_Normal));
  52. pass_Vertex = eye;
  53. pass_TNormal = tnorm;
  54. #ifdef _XBOX
  55. pass_Color = in_Color.abgr;
  56. #else
  57. pass_Color = in_Color;
  58. #endif
  59. out_Position = mul(u_proj, eye);
  60. }
  61. [frag.hlsl]
  62. void main(float4 pass_Vertex : TEXCOORD0,
  63. float3 pass_TNormal : TEXCOORD1,
  64. float4 pass_Color : COLOR,
  65. uniform float in_Damage,
  66. out float4 out_FragColor : COLOR)
  67. {
  68. float3 in_LightDir = float3(0.3, 0.3, 0.7);
  69. /* Material properties */
  70. float3 specular_reflect = float3(0.8, 0.75, 0.4);
  71. float specular_power = 60.0;
  72. /* World properties */
  73. float ambient_mul = 0.5;
  74. float3 ambient_color = float3(0.25, 0.2, 0.35);
  75. float3 diffuse_color = float3(1.0, 1.0, 0.6);
  76. float3 specular_color = float3(1.0, 1.0, 0.6);
  77. float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
  78. float3 v = normalize(-pass_Vertex.xyz);
  79. float3 r = reflect(-s, pass_TNormal);
  80. float3 ambient = ambient_color;
  81. float sdotn = max(dot(s, pass_TNormal), 0.0);
  82. float3 diffuse = diffuse_color * sdotn;
  83. float3 specular = float3(0.0, 0.0, 0.0);
  84. if (sdotn > 0.0)
  85. specular = specular_color * specular_reflect
  86. * pow(max(dot(r, v), 0.0), specular_power);
  87. float3 light = ambient + diffuse + specular;
  88. float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
  89. + (1.0 - in_Damage) * pass_Color;
  90. out_FragColor = real_color * float4(light, 1.0);
  91. }