[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; 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; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; varying vec4 pass_Color; // FIXME: all the light parameters should be passed in the code //Dir Light vec3 in_LightDir = vec3(-0.3, -0.3, -0.7); //Point Light vec4 in_Light2_Pos = vec4(20.0, 10.0, 0.0, 1.0); float in_Light2_Radius = 20.0; vec3 in_Light2_diffuse = vec3(0.4, 0.4, 1.0); //Cube Light vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); void main(void) { /* Material properties */ vec3 specular_reflect = vec3(0.8, 0.75, 0.4); float specular_power = 60.0; /* World properties */ float ambient_mul = 0.5; vec3 ambient_color = vec3(0.0, 0.0, 0.0); vec3 diffuse_color = vec3(0.4, 0.4, 0.4); vec3 specular_color = vec3(1.0, 1.0, 0.6); vec3 ambient = ambient_color; vec3 specular = vec3(0.0, 0.0, 0.0); vec3 diffuse = vec3(0.0, 0.0, 0.0); vec3 s = vec3(0.0, 0.0, 0.0); vec3 v = vec3(0.0, 0.0, 0.0); vec3 r = vec3(0.0, 0.0, 0.0); float sdotn = 0.0; float light_radius_mod = 0.0; //Light calculation for directional light s = normalize(-in_LightDir); v = normalize(-pass_Vertex.xyz); r = reflect(s, pass_TNormal); sdotn = max(dot(s, pass_TNormal), 0.0); diffuse += diffuse_color * sdotn; if (sdotn > 0.0) specular += specular_color * specular_reflect * pow(max(dot(r, v), 0.0), specular_power); //---------- //Light calculation for point light vec3 tmpLightDir = (in_View * in_Light2_Pos).xyz - pass_Vertex.xyz; light_radius_mod = max(0.0, 1.0 - (length(tmpLightDir) / in_Light2_Radius)); s = normalize(tmpLightDir); v = normalize(-pass_Vertex.xyz); r = reflect(-s, pass_TNormal); sdotn = max(dot(s, pass_TNormal), 0.0); diffuse += in_Light2_diffuse * min(sdotn, light_radius_mod); 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); //---------- //Light calculation for cube light 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 new_LightDir = Local_Vertex - Proj_Vertex; vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer)); light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z)); if (length(new_LightDir) == 0.0) sdotn = 1.0; else { new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); r = reflect(-new_LightDir, 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 += in_Light3_diffuse * min(sdotn, light_radius_mod); //---------- vec3 light = ambient + diffuse + specular; vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0) + (1.0 - in_Damage) * pass_Color; 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); }