[vert.glsl] #version 120 attribute vec3 in_Vertex; attribute vec3 in_Normal; attribute vec4 in_Color; attribute vec2 in_Index; attribute vec2 in_Weight; uniform mat4 in_ModelView; uniform mat4 in_View; uniform mat4 in_Proj; uniform mat3 in_NormalMat; //10is not a fix idea, should be more. uniform mat4 in_BoneList[10]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; void main(void) { vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); vec3 tnorm = normalize(in_NormalMat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; gl_Position = in_Proj * vertex; } [frag.glsl] #version 120 #if defined GL_ES precision highp float; #endif uniform float in_Damage; uniform mat4 in_View; uniform mat4 in_Inv_View; uniform vec4 u_Lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; #if 0 //Cube Light //Cos(45) = 0.70710678118 //1.0 - Cos(45) = 0.29289321881 const float cos_45 = 0.70710678118; const float inv_cos_45 = 0.29289321881; vec4 in_Light3_Pos = vec4(-10.0, 20.0, 0.0, 1.0); vec3 in_Light3_Size_Inner = vec3(12.0, 12.0, 12.0); vec3 in_Light3_Size_Outer = vec3(10.0, 10.0, 10.0); vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); #endif 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((in_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); } #if 0 //Light calculation for cube light //const float cos_45 = 0.70710678118; //const float inv_cos_45 = 0.29289321881; vec3 local_vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); vec3 proj_local_dir = local_vertex - proj_vertex; vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; inner_dir.x = (inner_dir.x == 1.0)?(1.0):(0.0); inner_dir.y = (inner_dir.y == 1.0)?(1.0):(0.0); inner_dir.z = (inner_dir.z == 1.0)?(1.0):(0.0); //inside the cube if (length(proj_local_dir) == 0.0) { sdotn = 1.0; light_radius_mod = 1.0; } //spec calculation else { //Distance calculation vec3 proj_local_light = proj_local_dir / in_Light3_Size_Outer; light_radius_mod = max(0.0, 1.0 - length(proj_local_light)); //cube orientation sdotn = max(0.0, dot(normalize(proj_local_dir), normalize(inner_dir))); //if (length(inner_dir) > 1.0) // sdotn = 0.0; //else //{ // //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); //} /* proj_local_dir = normalize((in_View * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); r = reflect(-proj_local_dir, pass_TNormal); if (sdotn > 0.0 && light_radius_mod > 0.0) specular += specular_color * min(specular_reflect, light_radius_mod) * pow(max(dot(r, v), 0.0), specular_power); */ } //diffuse calculation diffuse += in_Light3_diffuse * sdotn; //min(sdotn, light_radius_mod); //---------- #endif vec3 light = ambient + diffuse + specular; vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); gl_FragColor = real_color * vec4(light, 1.0); } [vert.hlsl] void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, uniform float4x4 in_ModelView, uniform float4x4 in_Model, uniform float4x4 in_Proj, uniform float3x3 in_NormalMat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); float3 tnorm = normalize(mul(in_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(in_Proj, 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); }