[vert.glsl] #version 130 in vec3 in_position; in vec3 in_Normal; in vec4 in_color; uniform mat4 u_modelview; uniform mat4 u_view; uniform mat4 u_projection; uniform mat3 u_normalmat; uniform float u_damage; out vec4 pass_vertex; /* View space */ out vec3 pass_tnormal; out vec4 pass_color; void main(void) { vec4 vertex = vec4(in_position + (in_Normal * u_damage), 1.0); float dam_perc = u_damage / (0.1 * 40); vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; float k = pow(dam_perc, 3); vertex = u_modelview * vertex + u_view * vec4(vGravity * k, 1.0); vec3 tnorm = normalize(u_normalmat * in_Normal); pass_vertex = vertex; pass_tnormal = tnorm; pass_color = in_color; gl_Position = u_projection * vertex; } [frag.glsl] #version 130 #if defined GL_ES precision highp float; #endif in vec4 pass_vertex; /* View space */ in vec3 pass_tnormal; in vec4 pass_color; uniform mat4 u_view; uniform mat4 u_inv_view; uniform mat4 u_inv_modelview; uniform float u_damage; //Light list uniform vec4 u_lights[8 * 2]; 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; vec4 world_vertex = u_inv_modelview * pass_vertex; vec4 world_normal = u_inv_modelview * vec4(pass_tnormal, 1.0); float dam_perc = u_damage / (0.1 * 40); float PI = 3.14159265358979323846264; dam_perc = (sin(PI * (dam_perc - 0.5)) * 0.5 + 0.5); dam_perc *= dam_perc; dam_perc = 1.0 - dam_perc; float mod = 2.0; float transp = dam_perc; /* abs(sin(world_vertex.x * mod) * dam_perc * 0.5 + 0.5) * abs(sin(world_vertex.y * mod) * dam_perc * 0.5 + 0.5) * abs(sin(world_vertex.z * mod) * dam_perc * 0.5 + 0.5) */ //vec4 real_color = mix(pass_color, vec4(1.2, 1.2, 1.2, 1.0), u_damage); // - u_damage gl_FragColor = pass_color * vec4(light, (u_damage == 0)?(1.0):(transp)); }