|
|
@@ -5,10 +5,13 @@ |
|
|
|
attribute vec3 in_Vertex; |
|
|
|
attribute vec3 in_Normal; |
|
|
|
attribute vec4 in_Color; |
|
|
|
|
|
|
|
uniform mat4 in_ModelView; |
|
|
|
uniform mat4 in_Proj; |
|
|
|
uniform mat3 in_NormalMat; |
|
|
|
uniform vec3 in_LightDir = vec3(0.3, 0.3, 0.7); |
|
|
|
uniform float in_Damage; |
|
|
|
|
|
|
|
varying vec4 pass_Color; |
|
|
|
|
|
|
|
void main(void) |
|
|
@@ -19,7 +22,6 @@ void main(void) |
|
|
|
|
|
|
|
/* World properties */ |
|
|
|
float ambient_mul = 0.5; |
|
|
|
vec3 light_dir = normalize(vec3(0.3, 0.3, 0.7)); |
|
|
|
vec3 ambient_color = vec3(0.25, 0.2, 0.35); |
|
|
|
vec3 diffuse_color = vec3(1.0, 1.0, 0.6); |
|
|
|
vec3 specular_color = vec3(1.0, 1.0, 0.6); |
|
|
@@ -27,7 +29,7 @@ void main(void) |
|
|
|
vec3 tnorm = normalize(in_NormalMat * in_Normal); |
|
|
|
vec4 eye = in_ModelView * vec4(in_Vertex, 1.0); |
|
|
|
|
|
|
|
vec3 s = light_dir; /* normalize(eye - lightpos); */ |
|
|
|
vec3 s = in_LightDir; /* normalize(eye - lightpos); */ |
|
|
|
vec3 v = normalize(-eye.xyz); |
|
|
|
vec3 r = reflect(-s, tnorm); |
|
|
|
|
|
|
@@ -64,6 +66,7 @@ void main(float3 in_Vertex : POSITION, |
|
|
|
uniform float4x4 in_ModelView, |
|
|
|
uniform float4x4 in_Proj, |
|
|
|
uniform float3x3 in_NormalMat, |
|
|
|
uniform vec3 in_LightDir = normalize(float3(0.3, 0.3, 0.7)) |
|
|
|
uniform float in_Damage, |
|
|
|
out float4 out_Position : POSITION, |
|
|
|
out float4 pass_Color : COLOR) |
|
|
@@ -71,13 +74,12 @@ void main(float3 in_Vertex : POSITION, |
|
|
|
float3 specular_reflect = float3(0.8, 0.75, 0.4); |
|
|
|
float specular_power = 60.0; |
|
|
|
float ambient_mul = 0.5; |
|
|
|
float3 light_dir = normalize(float3(0.3, 0.3, 0.7)); |
|
|
|
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 = light_dir; |
|
|
|
float3 s = in_LightDir; |
|
|
|
float3 v = normalize(-eye.xyz); |
|
|
|
float3 r = reflect(-s, tnorm); |
|
|
|
float3 ambient = ambient_color; |
|
|
|