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easymesh: per-fragment lighting in the HLSL shader (PS3, Xbox 360).

legacy
Sam Hocevar sam 12 anos atrás
pai
commit
291119d087
1 arquivos alterados com 40 adições e 25 exclusões
  1. +40
    -25
      src/easymesh/shiny.lolfx

+ 40
- 25
src/easymesh/shiny.lolfx Ver arquivo

@@ -42,7 +42,8 @@ varying vec4 pass_Color;
// FIXME: the light direction should be passed in the code
vec3 in_LightDir = vec3(0.3, 0.3, 0.7);

void main(void) {
void main(void)
{
/* Material properties */
vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
float specular_power = 60.0;
@@ -79,47 +80,60 @@ void main(float3 in_Vertex : POSITION,
uniform float4x4 in_ModelView,
uniform float4x4 in_Proj,
uniform float3x3 in_NormalMat,
out float4 pass_Eye : TEXCOORD0,
out float3 pass_TNormal : TEXCOORD1,
out float4 pass_Color : COLOR,
out float4 out_Position : POSITION)
{
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
float3 tnorm = normalize(mul(in_NormalMat, in_Normal));

pass_Eye = eye;
pass_TNormal = tnorm;
#ifdef _XBOX
pass_Color = in_Color.abgr;
#else
pass_Color = in_Color;
#endif

out_Position = mul(in_Proj, eye);
}

-- HLSL.Frag --

void main(float4 pass_Eye : TEXCOORD0,
float3 pass_TNormal : TEXCOORD1,
float4 pass_Color : COLOR,
uniform float in_Damage,
out float4 out_Position : POSITION,
out float4 pass_Color : COLOR)
out float4 out_FragColor : COLOR)
{
float3 in_LightDir = normalize(float3(0.3, 0.3, 0.7));
float3 in_LightDir = float3(0.3, 0.3, 0.7);

/* Material properties */
float3 specular_reflect = float3(0.8, 0.75, 0.4);
float specular_power = 60.0;

/* World properties */
float ambient_mul = 0.5;
float3 ambient_color = float3(0.25, 0.2, 0.35);
float3 diffuse_color = float3(1.0, 1.0, 0.6);
float3 specular_color = float3(1.0, 1.0, 0.6);
float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
float3 s = in_LightDir;
float3 v = normalize(-eye.xyz);
float3 r = reflect(-s, tnorm);
float3 s = normalize(in_LightDir); /* normalize(pass_Eye - lightpos); */
float3 v = normalize(-pass_Eye.xyz);
float3 r = reflect(-s, pass_TNormal);
float3 ambient = ambient_color;
float sdotn = max(dot(s, tnorm), 0.0);
float sdotn = max(dot(s, pass_TNormal), 0.0);
float3 diffuse = diffuse_color * sdotn;
float3 specular = float3(0.0, 0.0, 0.0);
if (sdotn > 0.0)
specular = specular_color * specular_reflect
* pow(max(dot(r, v), 0.0), specular_power);
float3 light = ambient + diffuse + specular;
#ifdef _XBOX
float4 real_color = in_Color.abgr;
#else
float4 real_color = in_Color;
#endif
real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
+ (1.0 - in_Damage) * real_color;
pass_Color = real_color * float4(light, 1.0);
out_Position = mul(in_Proj, eye);
}


void main(float4 pass_Color : COLOR,
out float4 out_FragColor : COLOR)
{
out_FragColor = pass_Color;
float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
+ (1.0 - in_Damage) * pass_Color;
out_FragColor = real_color * float4(light, 1.0);
}


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