@@ -46,7 +46,7 @@ public: | |||||
{ | { | ||||
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise)); | m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise)); | ||||
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); | m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); | ||||
m_time_uni = m_shader->GetUniformLocation("u_Time"); | |||||
m_time_uni = m_shader->GetUniformLocation("u_time"); | |||||
m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | ||||
@@ -2,7 +2,7 @@ | |||||
#version 120 | #version 120 | ||||
uniform float u_Time; | |||||
uniform float u_time; | |||||
attribute vec2 in_Position; | attribute vec2 in_Position; | ||||
@@ -19,7 +19,7 @@ void main(void) | |||||
{ | { | ||||
mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | ||||
vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); | vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); | ||||
vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); | |||||
vec3 p_time = r * vec3(0.0, 0.0, u_time * 2.0); | |||||
/* Noise sampling points for water */ | /* Noise sampling points for water */ | ||||
water[0] = p_pos / 2.0 + p_time; | water[0] = p_pos / 2.0 + p_time; | ||||
@@ -28,7 +28,7 @@ void main(void) | |||||
water[3] = p_pos / 16.0 + p_time; | water[3] = p_pos / 16.0 + p_time; | ||||
/* Noise sampling points for fire */ | /* Noise sampling points for fire */ | ||||
p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); | |||||
p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_time) * 128.0, 0.0); | |||||
fire[0] = p_pos / 2.0 + p_time * 2.0; | fire[0] = p_pos / 2.0 + p_time * 2.0; | ||||
fire[1] = p_pos / 4.0 + p_time * 1.5; | fire[1] = p_pos / 4.0 + p_time * 1.5; | ||||
fire[2] = p_pos / 8.0 + p_time; | fire[2] = p_pos / 8.0 + p_time; | ||||
@@ -36,7 +36,7 @@ void main(void) | |||||
/* Pass rotated screen coordinates */ | /* Pass rotated screen coordinates */ | ||||
pass_Position.xy = in_Position; | pass_Position.xy = in_Position; | ||||
mat2 rot = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); | |||||
mat2 rot = mat2(cos(u_time), sin(u_time), -sin(u_time), cos(u_time)); | |||||
pass_Position.zw = rot * in_Position; | pass_Position.zw = rot * in_Position; | ||||
gl_Position = vec4(in_Position, 0.0, 1.0); | gl_Position = vec4(in_Position, 0.0, 1.0); | ||||
@@ -50,7 +50,7 @@ void main(void) | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform float u_Time; | |||||
uniform float u_time; | |||||
varying vec4 pass_Position; | varying vec4 pass_Position; | ||||
varying vec3 water[4]; | varying vec3 water[4]; | ||||
@@ -92,7 +92,7 @@ float noise3d(vec3 p) | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
/* Dither the transition between water and fire */ | /* Dither the transition between water and fire */ | ||||
float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); | |||||
float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_time); | |||||
vec2 d = vec2(16.0, 9.0) * pass_Position.xy; | vec2 d = vec2(16.0, 9.0) * pass_Position.xy; | ||||
test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); | test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); | ||||
@@ -153,7 +153,7 @@ float mod289(float x) | |||||
} | } | ||||
void main(float2 in_Position : POSITION, | void main(float2 in_Position : POSITION, | ||||
uniform float u_Time, | |||||
uniform float u_time, | |||||
out float4 out_Position : POSITION, | out float4 out_Position : POSITION, | ||||
out float4 pass_Position : TEXCOORD0, | out float4 pass_Position : TEXCOORD0, | ||||
out float3 water[4] : TEXCOORD1, | out float3 water[4] : TEXCOORD1, | ||||
@@ -161,7 +161,7 @@ void main(float2 in_Position : POSITION, | |||||
{ | { | ||||
float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | ||||
float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); | float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); | ||||
float3 p_time = mul(r, float3(0.0, 0.0, u_Time * 2.0)); | |||||
float3 p_time = mul(r, float3(0.0, 0.0, u_time * 2.0)); | |||||
/* Noise sampling points for water */ | /* Noise sampling points for water */ | ||||
water[0] = p_pos / 2.0 + p_time; | water[0] = p_pos / 2.0 + p_time; | ||||
@@ -170,7 +170,7 @@ void main(float2 in_Position : POSITION, | |||||
water[3] = p_pos / 16.0 + p_time; | water[3] = p_pos / 16.0 + p_time; | ||||
/* Noise sampling points for fire */ | /* Noise sampling points for fire */ | ||||
p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); | |||||
p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_time) * 128.0, 0.0)); | |||||
fire[0] = p_pos / 2.0 + p_time * 2.0; | fire[0] = p_pos / 2.0 + p_time * 2.0; | ||||
fire[1] = p_pos / 4.0 + p_time * 1.5; | fire[1] = p_pos / 4.0 + p_time * 1.5; | ||||
fire[2] = p_pos / 8.0 + p_time; | fire[2] = p_pos / 8.0 + p_time; | ||||
@@ -178,7 +178,7 @@ void main(float2 in_Position : POSITION, | |||||
/* Pass rotated screen coordinates */ | /* Pass rotated screen coordinates */ | ||||
pass_Position.xy = in_Position; | pass_Position.xy = in_Position; | ||||
float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); | |||||
float2x2 rot = float2x2(cos(u_time), sin(u_time), -sin(u_time), cos(u_time)); | |||||
pass_Position.zw = mul(rot, in_Position); | pass_Position.zw = mul(rot, in_Position); | ||||
out_Position = float4(in_Position, 0.0, 1.0); | out_Position = float4(in_Position, 0.0, 1.0); | ||||
@@ -222,11 +222,11 @@ float noise3d(float3 p) | |||||
void main(in float4 pass_Position : TEXCOORD0, | void main(in float4 pass_Position : TEXCOORD0, | ||||
in float3 water[4] : TEXCOORD1, | in float3 water[4] : TEXCOORD1, | ||||
in float3 fire[4] : TEXCOORD5, | in float3 fire[4] : TEXCOORD5, | ||||
uniform float u_Time, | |||||
uniform float u_time, | |||||
out float4 out_FragColor : COLOR) | out float4 out_FragColor : COLOR) | ||||
{ | { | ||||
/* Dither the transition between water and fire */ | /* Dither the transition between water and fire */ | ||||
float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); | |||||
float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_time); | |||||
float2 d = float2(16.0, 9.0) * pass_Position.xy; | float2 d = float2(16.0, 9.0) * pass_Position.xy; | ||||
test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); | test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); | ||||
@@ -62,7 +62,7 @@ public: | |||||
m_uni_flag = m_shader->GetUniformLocation("in_Flag"); | m_uni_flag = m_shader->GetUniformLocation("in_Flag"); | ||||
m_uni_point = m_shader->GetUniformLocation("in_Point"); | m_uni_point = m_shader->GetUniformLocation("in_Point"); | ||||
m_uni_color = m_shader->GetUniformLocation("in_Color"); | m_uni_color = m_shader->GetUniformLocation("in_Color"); | ||||
m_uni_texture = m_shader->GetUniformLocation("in_Texture"); | |||||
m_uni_texture = m_shader->GetUniformLocation("u_texture"); | |||||
m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | ||||
@@ -20,7 +20,7 @@ void main() | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform sampler2D in_Texture; | |||||
uniform sampler2D u_texture; | |||||
uniform float in_Flag; | uniform float in_Flag; | ||||
uniform vec3 in_Point; | uniform vec3 in_Point; | ||||
uniform vec3 in_Color; | uniform vec3 in_Color; | ||||
@@ -46,7 +46,7 @@ void main(void) | |||||
else | else | ||||
{ | { | ||||
vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | ||||
gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); | |||||
gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform sampler2D u_texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, | |||||
float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | ||||
/* FIXME: this should be passed as a uniform or something */ | /* FIXME: this should be passed as a uniform or something */ | ||||
texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | ||||
out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); | |||||
out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -20,7 +20,7 @@ void main() | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform sampler2D in_Texture; | |||||
uniform sampler2D u_texture; | |||||
uniform float in_Flag; | uniform float in_Flag; | ||||
uniform vec3 in_Point; | uniform vec3 in_Point; | ||||
uniform vec3 in_Color; | uniform vec3 in_Color; | ||||
@@ -46,7 +46,7 @@ void main(void) | |||||
else | else | ||||
{ | { | ||||
vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | ||||
gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); | |||||
gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform sampler2D u_texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, | |||||
float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | ||||
/* FIXME: this should be passed as a uniform or something */ | /* FIXME: this should be passed as a uniform or something */ | ||||
texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | ||||
out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); | |||||
out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -61,7 +61,7 @@ float3 rand_color(float t) | |||||
} | } | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform sampler2D u_texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -86,7 +86,7 @@ void main(in float2 pass_Position : TEXCOORD0, | |||||
float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | ||||
/* FIXME: this should be passed as a uniform or something */ | /* FIXME: this should be passed as a uniform or something */ | ||||
texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | ||||
out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); | |||||
out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -82,7 +82,6 @@ void main(float2 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -20,7 +20,7 @@ void main() | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform sampler2D in_Texture; | |||||
uniform sampler2D u_texture; | |||||
uniform float in_Flag; | uniform float in_Flag; | ||||
uniform vec3 in_Point; | uniform vec3 in_Point; | ||||
uniform vec3 in_Color; | uniform vec3 in_Color; | ||||
@@ -46,7 +46,7 @@ void main(void) | |||||
else | else | ||||
{ | { | ||||
vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); | ||||
gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); | |||||
gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform sampler2D u_texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, | |||||
float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); | ||||
/* FIXME: this should be passed as a uniform or something */ | /* FIXME: this should be passed as a uniform or something */ | ||||
texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | texcoords += float2(0.5 / 800.0, 0.5 / 600.0); | ||||
out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); | |||||
out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); | |||||
} | } | ||||
} | } | ||||
@@ -59,7 +59,6 @@ void main(float2 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(in float2 pass_Position : TEXCOORD0, | void main(in float2 pass_Position : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform float in_Flag, | uniform float in_Flag, | ||||
uniform float3 in_Point, | uniform float3 in_Point, | ||||
uniform float3 in_Color, | uniform float3 in_Color, | ||||
@@ -122,12 +122,12 @@ DefaultShaderData::DefaultShaderData(uint16_t vert_decl_flags, Shader* shader, b | |||||
static const String DefaultUniforms[7] = | static const String DefaultUniforms[7] = | ||||
{ | { | ||||
String("u_Lights"), | |||||
String("in_ModelView"), | |||||
String("in_View"), | |||||
String("in_Inv_View"), | |||||
String("in_Proj"), | |||||
String("in_NormalMat"), | |||||
String("u_lights"), | |||||
String("u_modelview"), | |||||
String("u_view"), | |||||
String("u_inv_view"), | |||||
String("u_proj"), | |||||
String("u_normalmat"), | |||||
String("in_Damage") | String("in_Damage") | ||||
}; | }; | ||||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -17,14 +17,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -35,10 +35,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -77,11 +77,11 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r, p; | vec3 s, r, p; | ||||
p = (in_View * pos).xyz; | |||||
p = (u_view * pos).xyz; | |||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
@@ -104,7 +104,7 @@ void main(void) | |||||
#if 0 | #if 0 | ||||
//Light calculation for cube light | //Light calculation for cube light | ||||
vec3 specular_color = vec3(1.0, 1.0, 0.6); | vec3 specular_color = vec3(1.0, 1.0, 0.6); | ||||
vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 Local_Vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | ||||
vec3 new_LightDir = Local_Vertex - Proj_Vertex; | vec3 new_LightDir = Local_Vertex - Proj_Vertex; | ||||
@@ -115,7 +115,7 @@ void main(void) | |||||
sdotn = 1.0; | sdotn = 1.0; | ||||
else | else | ||||
{ | { | ||||
new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
new_LightDir = normalize((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
sdotn = max(dot(new_LightDir, TNormal), 0.0); | sdotn = max(dot(new_LightDir, TNormal), 0.0); | ||||
r = reflect(-new_LightDir, TNormal); | r = reflect(-new_LightDir, TNormal); | ||||
if (sdotn > 0.0 && light_radius_mod > 0.0) | if (sdotn > 0.0 && light_radius_mod > 0.0) | ||||
@@ -137,17 +137,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -157,7 +156,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -8,10 +8,10 @@ attribute vec4 in_Color; | |||||
attribute vec2 in_Index; | attribute vec2 in_Index; | ||||
attribute vec2 in_Weight; | attribute vec2 in_Weight; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
//10is not a fix idea, should be more. | //10is not a fix idea, should be more. | ||||
uniform mat4 in_BoneList[10]; | uniform mat4 in_BoneList[10]; | ||||
@@ -21,14 +21,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -39,10 +39,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -79,14 +79,14 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r; | vec3 s, r; | ||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
s = normalize((in_View * pos).xyz - pass_Vertex.xyz); | |||||
s = normalize((u_view * pos).xyz - pass_Vertex.xyz); | |||||
r = reflect(-s, pass_TNormal); | r = reflect(-s, pass_TNormal); | ||||
} | } | ||||
else | else | ||||
@@ -107,7 +107,7 @@ void main(void) | |||||
//Light calculation for cube light | //Light calculation for cube light | ||||
//const float cos_45 = 0.70710678118; | //const float cos_45 = 0.70710678118; | ||||
//const float inv_cos_45 = 0.29289321881; | //const float inv_cos_45 = 0.29289321881; | ||||
vec3 local_vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 local_vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | ||||
vec3 proj_local_dir = local_vertex - proj_vertex; | vec3 proj_local_dir = local_vertex - proj_vertex; | ||||
vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; | vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; | ||||
@@ -138,7 +138,7 @@ void main(void) | |||||
// //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); | // //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); | ||||
//} | //} | ||||
/* | /* | ||||
proj_local_dir = normalize((in_View * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
proj_local_dir = normalize((u_view * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); | sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); | ||||
r = reflect(-proj_local_dir, pass_TNormal); | r = reflect(-proj_local_dir, pass_TNormal); | ||||
if (sdotn > 0.0 && light_radius_mod > 0.0) | if (sdotn > 0.0 && light_radius_mod > 0.0) | ||||
@@ -162,17 +162,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -182,7 +181,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -7,10 +7,10 @@ attribute vec3 in_Normal; | |||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
attribute vec2 in_TexCoord; | attribute vec2 in_TexCoord; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -19,15 +19,15 @@ varying vec2 pass_TexCoord; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
pass_TexCoord = in_TexCoord; | pass_TexCoord = in_TexCoord; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -38,10 +38,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -96,17 +96,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -116,7 +115,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -17,14 +17,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = vec4(1.0, 1.0, 1.0, in_Color.w);//; | pass_Color = vec4(1.0, 1.0, 1.0, in_Color.w);//; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -35,10 +35,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -61,14 +61,14 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r; | vec3 s, r; | ||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
s = normalize((in_View * pos).xyz - pass_Vertex.xyz); | |||||
s = normalize((u_view * pos).xyz - pass_Vertex.xyz); | |||||
r = reflect(-s, pass_TNormal); | r = reflect(-s, pass_TNormal); | ||||
} | } | ||||
else | else | ||||
@@ -96,17 +96,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -116,7 +115,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -17,14 +17,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_Normal); | vec3 tnorm = normalize(in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -35,10 +35,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -58,17 +58,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -78,7 +77,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -17,14 +17,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -35,10 +35,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -54,17 +54,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -74,7 +73,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -17,14 +17,14 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -35,10 +35,10 @@ precision highp float; | |||||
#endif | #endif | ||||
uniform float in_Damage; | uniform float in_Damage; | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -80,11 +80,11 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r, p; | vec3 s, r, p; | ||||
p = (in_View * pos).xyz; | |||||
p = (u_view * pos).xyz; | |||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
@@ -107,7 +107,7 @@ void main(void) | |||||
#if 0 | #if 0 | ||||
//Light calculation for cube light | //Light calculation for cube light | ||||
vec3 specular_color = vec3(1.0, 1.0, 0.6); | vec3 specular_color = vec3(1.0, 1.0, 0.6); | ||||
vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 Local_Vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; | |||||
vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); | ||||
vec3 new_LightDir = Local_Vertex - Proj_Vertex; | vec3 new_LightDir = Local_Vertex - Proj_Vertex; | ||||
@@ -118,7 +118,7 @@ void main(void) | |||||
sdotn = 1.0; | sdotn = 1.0; | ||||
else | else | ||||
{ | { | ||||
new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
new_LightDir = normalize((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); | |||||
sdotn = max(dot(new_LightDir, TNormal), 0.0); | sdotn = max(dot(new_LightDir, TNormal), 0.0); | ||||
r = reflect(-new_LightDir, TNormal); | r = reflect(-new_LightDir, TNormal); | ||||
if (sdotn > 0.0 && light_radius_mod > 0.0) | if (sdotn > 0.0 && light_radius_mod > 0.0) | ||||
@@ -140,17 +140,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -160,7 +159,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -25,13 +25,13 @@ void main() | |||||
precision mediump float; | precision mediump float; | ||||
#endif | #endif | ||||
uniform sampler2D in_Texture; | |||||
uniform vec2 in_TexSize; | |||||
uniform sampler2D u_texture; | |||||
uniform vec2 u_texsize; | |||||
varying vec2 pass_TexCoord; | varying vec2 pass_TexCoord; | ||||
void main() | void main() | ||||
{ | { | ||||
vec4 col = texture2D(in_Texture, pass_TexCoord); | |||||
vec4 col = texture2D(u_texture, pass_TexCoord); | |||||
if (col.a == 0.0) | if (col.a == 0.0) | ||||
discard; | discard; | ||||
gl_FragColor = col; | gl_FragColor = col; | ||||
@@ -44,12 +44,12 @@ void main(float4 in_Position : POSITION, | |||||
uniform float4x4 u_projection, | uniform float4x4 u_projection, | ||||
uniform float4x4 u_view, | uniform float4x4 u_view, | ||||
uniform float4x4 u_model, | uniform float4x4 u_model, | ||||
uniform float2 in_TexSize, | |||||
uniform float2 u_texsize, | |||||
out float2 out_TexCoord : TEXCOORD0, | out float2 out_TexCoord : TEXCOORD0, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
#if _XBOX | #if _XBOX | ||||
float2 delta = float2(-0.5, -0.5) / in_TexSize; | |||||
float2 delta = float2(-0.5, -0.5) / u_texsize; | |||||
#else | #else | ||||
float2 delta = float2(0.0, 0.0); | float2 delta = float2(0.0, 0.0); | ||||
#endif | #endif | ||||
@@ -60,10 +60,10 @@ void main(float4 in_Position : POSITION, | |||||
[frag.hlsl] | [frag.hlsl] | ||||
void main(float2 in_TexCoord : TEXCOORD0, | void main(float2 in_TexCoord : TEXCOORD0, | ||||
uniform sampler2D in_Texture, | |||||
uniform sampler2D u_texture, | |||||
out float4 out_FragColor : COLOR) | out float4 out_FragColor : COLOR) | ||||
{ | { | ||||
float4 col = tex2D(in_Texture, in_TexCoord); | |||||
float4 col = tex2D(u_texture, in_TexCoord); | |||||
out_FragColor = col; | out_FragColor = col; | ||||
} | } | ||||
@@ -257,9 +257,9 @@ void Scene::RenderTiles() // XXX: rename to Blit() | |||||
uni_mat = data->m_tile_shader->GetUniformLocation("u_model"); | uni_mat = data->m_tile_shader->GetUniformLocation("u_model"); | ||||
data->m_tile_shader->SetUniform(uni_mat, mat4(1.f)); | data->m_tile_shader->SetUniform(uni_mat, mat4(1.f)); | ||||
uni_tex = data->m_tile_shader->GetUniformLocation("in_Texture"); | |||||
uni_tex = data->m_tile_shader->GetUniformLocation("u_texture"); | |||||
data->m_tile_shader->SetUniform(uni_tex, 0); | data->m_tile_shader->SetUniform(uni_tex, 0); | ||||
uni_texsize = data->m_tile_shader->GetUniformLocation("in_TexSize"); | |||||
uni_texsize = data->m_tile_shader->GetUniformLocation("u_texsize"); | |||||
for (int buf = 0, i = 0, n; i < data->m_tiles.Count(); i = n, buf += 2) | for (int buf = 0, i = 0, n; i < data->m_tiles.Count(); i = n, buf += 2) | ||||
{ | { | ||||
@@ -6,10 +6,10 @@ attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
uniform float in_Damage; | uniform float in_Damage; | ||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
@@ -22,14 +22,14 @@ void main(void) | |||||
float dam_perc = in_Damage / (0.1 * 40); | float dam_perc = in_Damage / (0.1 * 40); | ||||
vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; | vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; | ||||
float k = pow(dam_perc, 3); | float k = pow(dam_perc, 3); | ||||
vertex = in_ModelView * vertex + in_View * vec4(vGravity * k, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vertex = u_modelview * vertex + u_view * vec4(vGravity * k, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -39,13 +39,13 @@ void main(void) | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 in_Inv_ModelView; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform mat4 u_inv_modelview; | |||||
uniform float in_Damage; | uniform float in_Damage; | ||||
//Light list | //Light list | ||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -68,14 +68,14 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r; | vec3 s, r; | ||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
s = normalize((in_View * pos).xyz - pass_Vertex.xyz); | |||||
s = normalize((u_view * pos).xyz - pass_Vertex.xyz); | |||||
r = reflect(-s, pass_TNormal); | r = reflect(-s, pass_TNormal); | ||||
} | } | ||||
else | else | ||||
@@ -94,8 +94,8 @@ void main(void) | |||||
vec3 light = ambient + diffuse + specular; | vec3 light = ambient + diffuse + specular; | ||||
vec4 world_vertex = in_Inv_ModelView * pass_Vertex; | |||||
vec4 world_normal = in_Inv_ModelView * vec4(pass_TNormal, 1.0); | |||||
vec4 world_vertex = u_inv_modelview * pass_Vertex; | |||||
vec4 world_normal = u_inv_modelview * vec4(pass_TNormal, 1.0); | |||||
float dam_perc = in_Damage / (0.1 * 40); | float dam_perc = in_Damage / (0.1 * 40); | ||||
float PI = 3.14159265358979323846264; | float PI = 3.14159265358979323846264; | ||||
@@ -120,17 +120,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -140,7 +139,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||
@@ -7,10 +7,10 @@ attribute vec3 in_Normal; | |||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
attribute vec2 in_TexCoord; | attribute vec2 in_TexCoord; | ||||
uniform mat4 in_ModelView; | |||||
uniform mat4 in_View; | |||||
uniform mat4 in_Proj; | |||||
uniform mat3 in_NormalMat; | |||||
uniform mat4 u_modelview; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_proj; | |||||
uniform mat3 u_normalmat; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -19,15 +19,15 @@ varying vec2 pass_TexCoord; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | |||||
vec4 vertex = u_modelview * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(u_normalmat * in_Normal); | |||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
pass_TexCoord = in_TexCoord; | pass_TexCoord = in_TexCoord; | ||||
gl_Position = in_Proj * vertex; | |||||
gl_Position = u_proj * vertex; | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -37,13 +37,13 @@ void main(void) | |||||
precision highp float; | precision highp float; | ||||
#endif | #endif | ||||
uniform mat4 in_View; | |||||
uniform mat4 in_Inv_View; | |||||
uniform mat4 in_Inv_ModelView; | |||||
uniform mat4 u_view; | |||||
uniform mat4 u_inv_view; | |||||
uniform mat4 u_inv_modelview; | |||||
uniform sampler2D u_Texture; | uniform sampler2D u_Texture; | ||||
//Light list | //Light list | ||||
uniform vec4 u_Lights[8 * 2]; | |||||
uniform vec4 u_lights[8 * 2]; | |||||
varying vec4 pass_Vertex; /* View space */ | varying vec4 pass_Vertex; /* View space */ | ||||
varying vec3 pass_TNormal; | varying vec3 pass_TNormal; | ||||
@@ -67,14 +67,14 @@ void main(void) | |||||
/* Apply lighting */ | /* Apply lighting */ | ||||
for (int i = 0; i < 8; i++) | for (int i = 0; i < 8; i++) | ||||
{ | { | ||||
vec4 pos = u_Lights[i * 2]; | |||||
vec4 color = u_Lights[i * 2 + 1]; | |||||
vec4 pos = u_lights[i * 2]; | |||||
vec4 color = u_lights[i * 2 + 1]; | |||||
vec3 s, r; | vec3 s, r; | ||||
if (pos.w > 0.0) | if (pos.w > 0.0) | ||||
{ | { | ||||
/* Point light -- no attenuation yet */ | /* Point light -- no attenuation yet */ | ||||
s = normalize((in_View * pos).xyz - pass_Vertex.xyz); | |||||
s = normalize((u_view * pos).xyz - pass_Vertex.xyz); | |||||
r = reflect(-s, pass_TNormal); | r = reflect(-s, pass_TNormal); | ||||
} | } | ||||
else | else | ||||
@@ -101,17 +101,16 @@ void main(void) | |||||
void main(float3 in_Vertex : POSITION, | void main(float3 in_Vertex : POSITION, | ||||
float3 in_Normal : NORMAL, | float3 in_Normal : NORMAL, | ||||
float4 in_Color : COLOR, | float4 in_Color : COLOR, | ||||
uniform float4x4 in_ModelView, | |||||
uniform float4x4 in_Model, | |||||
uniform float4x4 in_Proj, | |||||
uniform float3x3 in_NormalMat, | |||||
uniform float4x4 u_modelview, | |||||
uniform float4x4 u_proj, | |||||
uniform float3x3 u_normalmat, | |||||
out float4 pass_Vertex : TEXCOORD0, | out float4 pass_Vertex : TEXCOORD0, | ||||
out float3 pass_TNormal : TEXCOORD1, | out float3 pass_TNormal : TEXCOORD1, | ||||
out float4 pass_Color : COLOR, | out float4 pass_Color : COLOR, | ||||
out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
{ | { | ||||
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); | |||||
float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); | |||||
float3 tnorm = normalize(mul(u_normalmat, in_Normal)); | |||||
pass_Vertex = eye; | pass_Vertex = eye; | ||||
pass_TNormal = tnorm; | pass_TNormal = tnorm; | ||||
@@ -121,7 +120,7 @@ void main(float3 in_Vertex : POSITION, | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
#endif | #endif | ||||
out_Position = mul(in_Proj, eye); | |||||
out_Position = mul(u_proj, eye); | |||||
} | } | ||||
[frag.hlsl] | [frag.hlsl] | ||||