[vert.glsl] #version 120 attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; attribute vec2 in_TexCoord; uniform mat4 u_modelview; uniform mat4 u_view; uniform mat4 u_projection; uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; varying vec2 pass_TexCoord; void main(void) { vec4 vertex = u_modelview * vec4(in_Position, 1.0); vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; pass_TexCoord = in_TexCoord; gl_Position = u_projection * vertex; } [frag.glsl] #version 120 #if defined GL_ES precision highp float; #endif uniform mat4 u_view; uniform mat4 u_inv_view; uniform mat4 u_inv_modelview; uniform sampler2D u_Texture; //Light list uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; varying vec2 pass_TexCoord; void main(void) { /* Material properties */ vec3 specular_reflect = vec3(0.8, 0.75, 0.4); float specular_power = 60.0; /* World properties */ vec3 ambient = vec3(0.7, 0.7, 0.7); 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((u_view * pos).xyz - pass_Vertex.xyz); r = reflect(-s, pass_TNormal); } else { /* Directional light */ s = normalize(-pos.xyz); r = reflect(s, pass_TNormal); } float sdotn = max(dot(s, pass_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); } vec3 light = ambient + diffuse + specular; gl_FragColor = texture2D(u_Texture, pass_TexCoord.xy) * pass_Color * vec4(light, 1.0f); } [vert.hlsl] void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, uniform float4x4 u_modelview, uniform float4x4 u_projection, uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); float3 tnorm = normalize(mul(u_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(u_projection, 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); }