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@@ -42,7 +42,8 @@ varying vec4 pass_Color; |
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// FIXME: the light direction should be passed in the code |
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// FIXME: the light direction should be passed in the code |
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vec3 in_LightDir = vec3(0.3, 0.3, 0.7); |
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vec3 in_LightDir = vec3(0.3, 0.3, 0.7); |
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void main(void) { |
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void main(void) |
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{ |
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/* Material properties */ |
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/* Material properties */ |
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vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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float specular_power = 60.0; |
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float specular_power = 60.0; |
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@@ -79,47 +80,60 @@ void main(float3 in_Vertex : POSITION, |
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uniform float4x4 in_ModelView, |
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uniform float4x4 in_ModelView, |
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uniform float4x4 in_Proj, |
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uniform float4x4 in_Proj, |
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uniform float3x3 in_NormalMat, |
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uniform float3x3 in_NormalMat, |
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out float4 pass_Eye : TEXCOORD0, |
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out float3 pass_TNormal : TEXCOORD1, |
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out float4 pass_Color : COLOR, |
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out float4 out_Position : POSITION) |
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{ |
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float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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pass_Eye = eye; |
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pass_TNormal = tnorm; |
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#ifdef _XBOX |
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pass_Color = in_Color.abgr; |
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#else |
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pass_Color = in_Color; |
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#endif |
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out_Position = mul(in_Proj, eye); |
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} |
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-- HLSL.Frag -- |
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void main(float4 pass_Eye : TEXCOORD0, |
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float3 pass_TNormal : TEXCOORD1, |
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float4 pass_Color : COLOR, |
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uniform float in_Damage, |
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uniform float in_Damage, |
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out float4 out_Position : POSITION, |
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out float4 pass_Color : COLOR) |
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out float4 out_FragColor : COLOR) |
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{ |
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{ |
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float3 in_LightDir = normalize(float3(0.3, 0.3, 0.7)); |
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float3 in_LightDir = float3(0.3, 0.3, 0.7); |
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/* Material properties */ |
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float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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float specular_power = 60.0; |
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float specular_power = 60.0; |
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/* World properties */ |
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float ambient_mul = 0.5; |
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float ambient_mul = 0.5; |
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float3 ambient_color = float3(0.25, 0.2, 0.35); |
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float3 ambient_color = float3(0.25, 0.2, 0.35); |
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float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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float3 specular_color = float3(1.0, 1.0, 0.6); |
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float3 specular_color = float3(1.0, 1.0, 0.6); |
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float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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float3 s = in_LightDir; |
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float3 v = normalize(-eye.xyz); |
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float3 r = reflect(-s, tnorm); |
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float3 s = normalize(in_LightDir); /* normalize(pass_Eye - lightpos); */ |
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float3 v = normalize(-pass_Eye.xyz); |
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float3 r = reflect(-s, pass_TNormal); |
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float3 ambient = ambient_color; |
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float3 ambient = ambient_color; |
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float sdotn = max(dot(s, tnorm), 0.0); |
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float sdotn = max(dot(s, pass_TNormal), 0.0); |
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float3 diffuse = diffuse_color * sdotn; |
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float3 diffuse = diffuse_color * sdotn; |
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float3 specular = float3(0.0, 0.0, 0.0); |
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float3 specular = float3(0.0, 0.0, 0.0); |
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if (sdotn > 0.0) |
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if (sdotn > 0.0) |
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specular = specular_color * specular_reflect |
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specular = specular_color * specular_reflect |
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* pow(max(dot(r, v), 0.0), specular_power); |
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* pow(max(dot(r, v), 0.0), specular_power); |
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float3 light = ambient + diffuse + specular; |
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float3 light = ambient + diffuse + specular; |
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#ifdef _XBOX |
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float4 real_color = in_Color.abgr; |
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#else |
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float4 real_color = in_Color; |
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#endif |
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real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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+ (1.0 - in_Damage) * real_color; |
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pass_Color = real_color * float4(light, 1.0); |
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out_Position = mul(in_Proj, eye); |
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} |
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void main(float4 pass_Color : COLOR, |
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out float4 out_FragColor : COLOR) |
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{ |
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out_FragColor = pass_Color; |
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float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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+ (1.0 - in_Damage) * pass_Color; |
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out_FragColor = real_color * float4(light, 1.0); |
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} |
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} |
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