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