[vert.glsl] #version 120 attribute vec3 in_Vertex; attribute vec3 in_Normal; attribute vec4 in_Color; uniform mat4 in_ModelView; uniform mat4 in_View; uniform mat4 in_Proj; uniform mat3 in_NormalMat; uniform float in_Damage; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; void main(void) { vec4 vertex = vec4(in_Vertex + (in_Normal * in_Damage), 1.0); float dam_perc = in_Damage / (0.1 * 40); vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; float k = pow(dam_perc, 3); vertex = in_ModelView * vertex + in_View * vec4(vGravity * k, 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 mat4 in_View; uniform mat4 in_Inv_View; uniform mat4 in_Inv_ModelView; uniform float in_Damage; //Light list uniform vec4 u_Lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; 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); } vec3 light = ambient + diffuse + specular; vec4 world_vertex = in_Inv_ModelView * pass_Vertex; vec4 world_normal = in_Inv_ModelView * vec4(pass_TNormal, 1.0); float dam_perc = in_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), in_Damage); // - in_Damage gl_FragColor = pass_Color * vec4(light, (in_Damage == 0)?(1.0):(transp)); } [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); }