您最多选择25个主题 主题必须以字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

121 行
3.2 KiB

  1. [vert.glsl]
  2. #version 120
  3. attribute vec3 in_Position;
  4. attribute vec3 in_Normal;
  5. attribute vec4 in_Color;
  6. uniform mat4 u_modelview;
  7. uniform mat4 u_view;
  8. uniform mat4 u_projection;
  9. uniform mat3 u_normalmat;
  10. varying vec4 pass_Vertex; /* View space */
  11. varying vec3 pass_TNormal;
  12. varying vec4 pass_Color;
  13. void main(void)
  14. {
  15. vec4 vertex = u_modelview * vec4(in_Position, 1.0);
  16. vec3 tnorm = normalize(in_Normal);
  17. pass_Vertex = vertex;
  18. pass_TNormal = tnorm;
  19. pass_Color = in_Color;
  20. gl_Position = u_projection * vertex;
  21. }
  22. [frag.glsl]
  23. #version 120
  24. #if defined GL_ES
  25. precision highp float;
  26. #endif
  27. uniform float in_Damage;
  28. uniform mat4 u_view;
  29. uniform mat4 u_inv_view;
  30. uniform vec4 u_lights[8 * 2];
  31. varying vec4 pass_Vertex; /* View space */
  32. varying vec3 pass_TNormal;
  33. varying vec4 pass_Color;
  34. void main(void)
  35. {
  36. vec3 real_color = vec3(0.0, 0.0, 0.0);
  37. real_color += abs(pass_TNormal.x) * ((pass_TNormal.x < 0.0)?(vec3(0.0, 1.0, 1.0)):(vec3(1.0, 0.0, 0.0)));
  38. real_color += abs(pass_TNormal.y) * ((pass_TNormal.y < 0.0)?(vec3(1.0, 0.0, 1.0)):(vec3(0.0, 1.0, 0.0)));
  39. real_color += abs(pass_TNormal.z) * ((pass_TNormal.z < 0.0)?(vec3(1.0, 1.0, 0.0)):(vec3(0.0, 0.0, 1.0)));
  40. gl_FragColor = vec4(real_color, pass_Color.w);
  41. }
  42. [vert.hlsl]
  43. void main(float3 in_Vertex : POSITION,
  44. float3 in_Normal : NORMAL,
  45. float4 in_Color : COLOR,
  46. uniform float4x4 u_modelview,
  47. uniform float4x4 u_projection,
  48. uniform float3x3 u_normalmat,
  49. out float4 pass_Vertex : TEXCOORD0,
  50. out float3 pass_TNormal : TEXCOORD1,
  51. out float4 pass_Color : COLOR,
  52. out float4 out_Position : POSITION)
  53. {
  54. float4 eye = mul(u_modelview, float4(in_Vertex, 1.0));
  55. float3 tnorm = normalize(mul(u_normalmat, in_Normal));
  56. pass_Vertex = eye;
  57. pass_TNormal = tnorm;
  58. #ifdef _XBOX
  59. pass_Color = in_Color.abgr;
  60. #else
  61. pass_Color = in_Color;
  62. #endif
  63. out_Position = mul(u_projection, eye);
  64. }
  65. [frag.hlsl]
  66. void main(float4 pass_Vertex : TEXCOORD0,
  67. float3 pass_TNormal : TEXCOORD1,
  68. float4 pass_Color : COLOR,
  69. uniform float in_Damage,
  70. out float4 out_FragColor : COLOR)
  71. {
  72. float3 in_LightDir = float3(0.3, 0.3, 0.7);
  73. /* Material properties */
  74. float3 specular_reflect = float3(0.8, 0.75, 0.4);
  75. float specular_power = 60.0;
  76. /* World properties */
  77. float ambient_mul = 0.5;
  78. float3 ambient_color = float3(0.25, 0.2, 0.35);
  79. float3 diffuse_color = float3(1.0, 1.0, 0.6);
  80. float3 specular_color = float3(1.0, 1.0, 0.6);
  81. float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
  82. float3 v = normalize(-pass_Vertex.xyz);
  83. float3 r = reflect(-s, pass_TNormal);
  84. float3 ambient = ambient_color;
  85. float sdotn = max(dot(s, pass_TNormal), 0.0);
  86. float3 diffuse = diffuse_color * sdotn;
  87. float3 specular = float3(0.0, 0.0, 0.0);
  88. if (sdotn > 0.0)
  89. specular = specular_color * specular_reflect
  90. * pow(max(dot(r, v), 0.0), specular_power);
  91. float3 light = ambient + diffuse + specular;
  92. float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
  93. + (1.0 - in_Damage) * pass_Color;
  94. out_FragColor = real_color * float4(light, 1.0);
  95. }