diff --git a/src/Makefile.am b/src/Makefile.am
index 2b17b630..ed83a77c 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -66,7 +66,8 @@ liblolcore_sources = \
\
easymesh/easymesh.cpp easymesh/easymesh.h \
easymesh/csgbsp.cpp easymesh/csgbsp.h \
- easymesh/shiny.lolfx easymesh/shinydebugwireframe.lolfx \
+ easymesh/shiny.lolfx easymesh/shinyflat.lolfx \
+ easymesh/shinydebugwireframe.lolfx \
easymesh/shinydebuglighting.lolfx easymesh/shinydebugnormal.lolfx \
easymesh/shinydebugUV.lolfx easymesh/shiny_SK.lolfx \
easymesh/easymesh-compiler.cpp easymesh/easymesh-compiler.h \
diff --git a/src/easymesh/easymesh.cpp b/src/easymesh/easymesh.cpp
index da41fd89..baa49683 100644
--- a/src/easymesh/easymesh.cpp
+++ b/src/easymesh/easymesh.cpp
@@ -23,6 +23,7 @@
#include "easymesh/easymesh-compiler.h"
LOLFX_RESOURCE_DECLARE(shiny);
+LOLFX_RESOURCE_DECLARE(shinyflat);
LOLFX_RESOURCE_DECLARE(shinydebugwireframe);
LOLFX_RESOURCE_DECLARE(shinydebuglighting);
LOLFX_RESOURCE_DECLARE(shinydebugnormal);
diff --git a/src/easymesh/shiny.lolfx b/src/easymesh/shiny.lolfx
index cfa09a75..bd9d3c77 100644
--- a/src/easymesh/shiny.lolfx
+++ b/src/easymesh/shiny.lolfx
@@ -60,6 +60,8 @@ vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4);
void main(void)
{
+ vec3 TNormal = pass_TNormal;
+
/* Material properties */
vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
float specular_power = 60.0;
@@ -83,16 +85,16 @@ void main(void)
{
/* Point light -- no attenuation yet */
s = normalize((in_View * pos).xyz - pass_Vertex.xyz);
- r = reflect(-s, pass_TNormal);
+ r = reflect(-s, TNormal);
}
else
{
/* Directional light */
s = normalize(-pos.xyz);
- r = reflect(s, pass_TNormal);
+ r = reflect(s, TNormal);
}
- float sdotn = max(dot(s, pass_TNormal), 0.0);
+ float sdotn = max(dot(s, TNormal), 0.0);
diffuse += color.xyz * sdotn;
if (sdotn > 0.0)
specular += color.xyz * specular_reflect
@@ -114,8 +116,8 @@ void main(void)
else
{
new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
- sdotn = max(dot(new_LightDir, pass_TNormal), 0.0);
- r = reflect(-new_LightDir, pass_TNormal);
+ sdotn = max(dot(new_LightDir, TNormal), 0.0);
+ r = reflect(-new_LightDir, TNormal);
if (sdotn > 0.0 && light_radius_mod > 0.0)
specular += specular_color * min(specular_reflect, light_radius_mod)
* pow(max(dot(r, v), 0.0), specular_power);
diff --git a/src/easymesh/shinyflat.lolfx b/src/easymesh/shinyflat.lolfx
new file mode 100644
index 00000000..857b68bb
--- /dev/null
+++ b/src/easymesh/shinyflat.lolfx
@@ -0,0 +1,203 @@
+
+[vert.glsl]
+#version 120
+
+attribute vec3 in_Position;
+attribute vec3 in_Normal;
+attribute vec4 in_Color;
+
+uniform mat4 in_ModelView;
+uniform mat4 in_View;
+uniform mat4 in_Proj;
+uniform mat3 in_NormalMat;
+
+varying vec4 pass_Vertex; /* View space */
+varying vec3 pass_TNormal;
+varying vec4 pass_Color;
+
+void main(void)
+{
+ vec4 vertex = in_ModelView * vec4(in_Position, 1.0);
+ vec3 tnorm = normalize(in_NormalMat * in_Normal);
+
+ pass_Vertex = vertex;
+ pass_TNormal = tnorm;
+ pass_Color = in_Color;
+
+ gl_Position = in_Proj * vertex;
+}
+
+[frag.glsl]
+#version 120
+
+#if defined GL_ES
+precision highp float;
+#endif
+
+uniform float in_Damage;
+uniform mat4 in_View;
+uniform mat4 in_Inv_View;
+
+uniform vec4 u_Lights[8 * 2];
+
+varying vec4 pass_Vertex; /* View space */
+varying vec3 pass_TNormal;
+varying vec4 pass_Color;
+
+#if 0
+//Cos(45) = 0.70710678118
+//1.0 - Cos(45) = 0.29289321881
+
+const float cos_45 = 0.70710678118;
+const float inv_cos_45 = 0.29289321881;
+
+//Cube Light
+vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0);
+vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0);
+vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0);
+vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4);
+#endif
+
+void main(void)
+{
+ vec3 TNormal = pass_TNormal;
+ vec3 X = dFdx(pass_Vertex.xyz);
+ vec3 Y = dFdy(pass_Vertex.xyz);
+ TNormal = normalize(cross(X, Y) ) * length(normalize(pass_TNormal));
+
+ /* Material properties */
+ vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
+ float specular_power = 60.0;
+
+ /* World properties */
+ vec3 ambient = vec3(0.1, 0.1, 0.1);
+ vec3 specular = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse = vec3(0.0, 0.0, 0.0);
+
+ /* Light precalculations */
+ vec3 v = normalize(-pass_Vertex.xyz);
+
+ /* Apply lighting */
+ for (int i = 0; i < 8; i++)
+ {
+ vec4 pos = u_Lights[i * 2];
+ vec4 color = u_Lights[i * 2 + 1];
+ vec3 s, r;
+
+ if (pos.w > 0.0)
+ {
+ /* Point light -- no attenuation yet */
+ s = normalize((in_View * pos).xyz - pass_Vertex.xyz);
+ r = reflect(-s, TNormal);
+ }
+ else
+ {
+ /* Directional light */
+ s = normalize(-pos.xyz);
+ r = reflect(s, TNormal);
+ }
+
+ float sdotn = max(dot(s, TNormal), 0.0);
+ diffuse += color.xyz * sdotn;
+ if (sdotn > 0.0)
+ specular += color.xyz * specular_reflect
+ * pow(max(dot(r, v), 0.0), specular_power);
+ }
+
+#if 0
+ //Light calculation for cube light
+ vec3 specular_color = vec3(1.0, 1.0, 0.6);
+ vec3 Local_Vertex = (in_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 new_LightDir = Local_Vertex - Proj_Vertex;
+
+ vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer));
+ float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z));
+
+ if (length(new_LightDir) == 0.0)
+ sdotn = 1.0;
+ else
+ {
+ new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
+ sdotn = max(dot(new_LightDir, TNormal), 0.0);
+ r = reflect(-new_LightDir, TNormal);
+ if (sdotn > 0.0 && light_radius_mod > 0.0)
+ specular += specular_color * min(specular_reflect, light_radius_mod)
+ * pow(max(dot(r, v), 0.0), specular_power);
+ }
+ diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod);
+ //----------
+#endif
+
+ vec3 light = ambient + diffuse + specular;
+
+ vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage);
+ gl_FragColor = real_color * vec4(light, 1.0);
+}
+
+[vert.hlsl]
+
+void main(float3 in_Vertex : POSITION,
+ float3 in_Normal : NORMAL,
+ float4 in_Color : COLOR,
+ uniform float4x4 in_ModelView,
+ uniform float4x4 in_Model,
+ uniform float4x4 in_Proj,
+ uniform float3x3 in_NormalMat,
+ out float4 pass_Vertex : 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_Vertex = eye;
+ pass_TNormal = tnorm;
+#ifdef _XBOX
+ pass_Color = in_Color.abgr;
+#else
+ pass_Color = in_Color;
+#endif
+
+ out_Position = mul(in_Proj, eye);
+}
+
+[frag.hlsl]
+
+void main(float4 pass_Vertex : TEXCOORD0,
+ float3 pass_TNormal : TEXCOORD1,
+ float4 pass_Color : COLOR,
+ uniform float in_Damage,
+ out float4 out_FragColor : COLOR)
+{
+ 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 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
+ float3 v = normalize(-pass_Vertex.xyz);
+ float3 r = reflect(-s, pass_TNormal);
+
+ float3 ambient = ambient_color;
+ 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;
+
+ 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);
+}
+
diff --git a/src/lolcore.vcxproj b/src/lolcore.vcxproj
index 3e248047..a077ca9f 100644
--- a/src/lolcore.vcxproj
+++ b/src/lolcore.vcxproj
@@ -312,6 +312,7 @@
+
diff --git a/src/lolcore.vcxproj.filters b/src/lolcore.vcxproj.filters
index 3ca630b5..ae229dfd 100644
--- a/src/lolcore.vcxproj.filters
+++ b/src/lolcore.vcxproj.filters
@@ -683,6 +683,9 @@
easymesh
+
+ easymesh
+