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-
- [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);
- }
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