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[vert.glsl] |
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#version 120 |
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attribute vec3 in_Position; |
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attribute vec3 in_Normal; |
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attribute vec4 in_Color; |
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uniform mat4 in_ModelView; |
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uniform mat4 in_View; |
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uniform mat4 in_Proj; |
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uniform mat3 in_NormalMat; |
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varying vec4 pass_Vertex; /* View space */ |
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varying vec3 pass_TNormal; |
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varying vec4 pass_Color; |
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void main(void) |
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{ |
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vec4 vertex = in_ModelView * vec4(in_Position, 1.0); |
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vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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pass_Vertex = vertex; |
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pass_TNormal = tnorm; |
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pass_Color = in_Color; |
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gl_Position = in_Proj * vertex; |
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} |
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[frag.glsl] |
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#version 120 |
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#if defined GL_ES |
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precision highp float; |
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#endif |
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uniform float in_Damage; |
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uniform mat4 in_View; |
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uniform mat4 in_Inv_View; |
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uniform vec4 u_Lights[8 * 2]; |
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varying vec4 pass_Vertex; /* View space */ |
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varying vec3 pass_TNormal; |
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varying vec4 pass_Color; |
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#if 0 |
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//Cos(45) = 0.70710678118 |
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//1.0 - Cos(45) = 0.29289321881 |
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const float cos_45 = 0.70710678118; |
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const float inv_cos_45 = 0.29289321881; |
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//Cube Light |
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vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); |
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vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); |
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vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); |
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vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); |
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#endif |
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void main(void) |
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{ |
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vec3 TNormal = pass_TNormal; |
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vec3 X = dFdx(pass_Vertex.xyz); |
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vec3 Y = dFdy(pass_Vertex.xyz); |
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TNormal = normalize(cross(X, Y) ) * length(normalize(pass_TNormal)); |
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/* Material properties */ |
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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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/* World properties */ |
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vec3 ambient = vec3(0.1, 0.1, 0.1); |
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vec3 specular = vec3(0.0, 0.0, 0.0); |
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vec3 diffuse = vec3(0.0, 0.0, 0.0); |
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/* Light precalculations */ |
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vec3 v = normalize(-pass_Vertex.xyz); |
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/* Apply lighting */ |
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for (int i = 0; i < 8; i++) |
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{ |
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vec4 pos = u_Lights[i * 2]; |
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vec4 color = u_Lights[i * 2 + 1]; |
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vec3 s, r; |
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if (pos.w > 0.0) |
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{ |
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/* Point light -- no attenuation yet */ |
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s = normalize((in_View * pos).xyz - pass_Vertex.xyz); |
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r = reflect(-s, TNormal); |
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} |
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else |
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{ |
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/* Directional light */ |
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s = normalize(-pos.xyz); |
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r = reflect(s, TNormal); |
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} |
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float sdotn = max(dot(s, TNormal), 0.0); |
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diffuse += color.xyz * sdotn; |
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if (sdotn > 0.0) |
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specular += color.xyz * specular_reflect |
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* pow(max(dot(r, v), 0.0), specular_power); |
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} |
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#if 0 |
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//Light calculation for cube light |
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vec3 specular_color = vec3(1.0, 1.0, 0.6); |
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vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; |
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vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); |
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vec3 new_LightDir = Local_Vertex - Proj_Vertex; |
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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)); |
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float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z)); |
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if (length(new_LightDir) == 0.0) |
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sdotn = 1.0; |
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else |
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{ |
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new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); |
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sdotn = max(dot(new_LightDir, TNormal), 0.0); |
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r = reflect(-new_LightDir, TNormal); |
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if (sdotn > 0.0 && light_radius_mod > 0.0) |
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specular += specular_color * min(specular_reflect, light_radius_mod) |
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* pow(max(dot(r, v), 0.0), specular_power); |
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} |
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diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); |
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//---------- |
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#endif |
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vec3 light = ambient + diffuse + specular; |
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vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); |
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gl_FragColor = real_color * vec4(light, 1.0); |
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} |
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[vert.hlsl] |
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void main(float3 in_Vertex : POSITION, |
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float3 in_Normal : NORMAL, |
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float4 in_Color : COLOR, |
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uniform float4x4 in_ModelView, |
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uniform float4x4 in_Model, |
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uniform float4x4 in_Proj, |
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uniform float3x3 in_NormalMat, |
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out float4 pass_Vertex : 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_Vertex = 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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[frag.hlsl] |
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void main(float4 pass_Vertex : 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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out float4 out_FragColor : COLOR) |
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{ |
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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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float specular_power = 60.0; |
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/* World properties */ |
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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 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 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ |
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float3 v = normalize(-pass_Vertex.xyz); |
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float3 r = reflect(-s, pass_TNormal); |
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float3 ambient = ambient_color; |
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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 specular = float3(0.0, 0.0, 0.0); |
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if (sdotn > 0.0) |
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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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float3 light = ambient + diffuse + specular; |
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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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