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-
- [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);
- }
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