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@@ -9,14 +9,40 @@ attribute vec4 in_Color; |
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uniform mat4 in_ModelView; |
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uniform mat4 in_Proj; |
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uniform mat3 in_NormalMat; |
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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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uniform float in_Damage; |
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varying vec4 pass_Eye; |
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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 eye = in_ModelView * vec4(in_Vertex, 1.0); |
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vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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pass_Eye = eye; |
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pass_TNormal = tnorm; |
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pass_Color = in_Color; |
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gl_Position = in_Proj * eye; |
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} |
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-- GLSL.Frag -- |
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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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varying vec4 pass_Eye; |
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varying vec3 pass_TNormal; |
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varying vec4 pass_Color; |
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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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void main(void) { |
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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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@@ -27,15 +53,12 @@ void main(void) |
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vec3 diffuse_color = vec3(1.0, 1.0, 0.6); |
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vec3 specular_color = vec3(1.0, 1.0, 0.6); |
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vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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vec4 eye = in_ModelView * vec4(in_Vertex, 1.0); |
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vec3 s = normalize(in_LightDir); /* normalize(eye - lightpos); */ |
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vec3 v = normalize(-eye.xyz); |
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vec3 r = reflect(-s, tnorm); |
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vec3 s = normalize(in_LightDir); /* normalize(pass_Eye - lightpos); */ |
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vec3 v = normalize(-pass_Eye.xyz); |
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vec3 r = reflect(-s, pass_TNormal); |
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vec3 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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vec3 diffuse = diffuse_color * sdotn; |
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vec3 specular = vec3(0.0, 0.0, 0.0); |
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if (sdotn > 0.0) |
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@@ -44,21 +67,8 @@ void main(void) |
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vec3 light = ambient + diffuse + specular; |
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vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0) |
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+ (1.0 - in_Damage) * in_Color; |
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pass_Color = real_color * vec4(light, 1.0); |
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gl_Position = in_Proj * eye; |
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} |
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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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varying vec4 pass_Color; |
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void main(void) { |
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gl_FragColor = pass_Color; |
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+ (1.0 - in_Damage) * pass_Color; |
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gl_FragColor = real_color * vec4(light, 1.0); |
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} |
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-- HLSL.Vert -- |
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