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-
- [vert.glsl]
- #version 120
-
- attribute vec3 in_Position;
- attribute vec3 in_Normal;
- attribute vec4 in_Color;
- attribute vec2 in_TexCoord;
-
- uniform mat4 u_modelview;
- uniform mat4 u_view;
- uniform mat4 u_projection;
- uniform mat3 u_normalmat;
-
- varying vec4 pass_Vertex; /* View space */
- varying vec3 pass_TNormal;
- varying vec4 pass_Color;
- varying vec2 pass_TexCoord;
-
- void main(void)
- {
- vec4 vertex = u_modelview * vec4(in_Position, 1.0);
- vec3 tnorm = normalize(u_normalmat * in_Normal);
-
- pass_Vertex = vertex;
- pass_TNormal = tnorm;
- pass_Color = in_Color;
- pass_TexCoord = in_TexCoord;
-
- gl_Position = u_projection * vertex;
- }
-
- [frag.glsl]
- #version 120
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- uniform float in_Damage;
- uniform mat4 u_view;
- uniform mat4 u_inv_view;
-
- uniform vec4 u_lights[8 * 2];
-
- varying vec4 pass_Vertex; /* View space */
- varying vec3 pass_TNormal;
- varying vec4 pass_Color;
- varying vec2 pass_TexCoord;
-
- void main(void)
- {
- float mode = 0.0;
- if (mode == 0.0)
- {
- gl_FragColor = vec4(mod(pass_TexCoord.x, 1.0),
- 0.1,
- mod(pass_TexCoord.y, 1.0), 1.0);
- }
- else
- {
- float col = ((mod(mode, 2.0) == 1.0)?(mod(pass_TexCoord.x, 1.0)):(mod(pass_TexCoord.y, 1.0)));
- if (mode == 1.0 || mode == 2.0)
- {
- if (col > 1.0/3.0) gl_FragColor.r = 0.0;
- else gl_FragColor.r = min(col, 1.0/3.0);
- if (col > 2.0/3.0) gl_FragColor.g = 0.0;
- else gl_FragColor.g = min(max(col, 1.0/3.0) - 1.0/3.0, 1.0/3.0);
- gl_FragColor.b = min(max(col, 2.0/3.0) - 2.0/3.0, 1.0/3.0);
- }
- else if (mode == 3.0 || mode == 4.0)
- {
- if (col > 0.5) gl_FragColor.r = 0.0;
- else gl_FragColor.r = min(col, 0.5);
- gl_FragColor.g = min(max(col, 0.5) - 0.5, 0.5);
- gl_FragColor.b = 0.1;
- }
- else if (mode == 5.0 || mode == 6.0)
- {
- gl_FragColor.r = col;
- gl_FragColor.g = 0.1;
- gl_FragColor.b = 0.1;
- }
- }
-
- gl_FragColor.a = 1.0;
- gl_FragColor *=
- //= pass_Color *
- length(normalize(pass_TexCoord)) *
- length(normalize(pass_Color.xyz)) *
- length(normalize(pass_TNormal));
- }
-
- [vert.hlsl]
-
- void main(float3 in_Vertex : POSITION,
- float3 in_Normal : NORMAL,
- float4 in_Color : COLOR,
- uniform float4x4 u_modelview,
- uniform float4x4 u_projection,
- uniform float3x3 u_normalmat,
- out float4 pass_Vertex : TEXCOORD0,
- out float3 pass_TNormal : TEXCOORD1,
- out float4 pass_Color : COLOR,
- out float4 out_Position : POSITION)
- {
- float4 eye = mul(u_modelview, float4(in_Vertex, 1.0));
- float3 tnorm = normalize(mul(u_normalmat, in_Normal));
-
- pass_Vertex = eye;
- pass_TNormal = tnorm;
- pass_Color = in_Color;
-
- out_Position = mul(u_projection, 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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