|
-
- [vert.glsl]
- #version 120
-
- attribute vec3 in_Position;
- attribute vec3 in_Normal;
- attribute vec4 in_Color;
-
- 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;
-
- 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;
-
- 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;
-
- #if 0
- //Cos(45) = 0.70710678118
- //1.0 - Cos(45) = 0.29289321881
-
- const float cos_45 = 0.70710678118;
- const float inv_cos_45 = 0.29289321881;
-
- //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);
- #endif
-
- void main(void)
- {
- vec3 TNormal = pass_TNormal;
-
- /* Material properties */
- vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
- float specular_power = 60.0;
-
- /* World properties */
- vec3 ambient = vec3(0.1, 0.1, 0.1);
- 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, p;
-
- p = (u_view * pos).xyz;
- if (pos.w > 0.0)
- {
- /* Point light -- no attenuation yet */
- s = normalize(p - pass_Vertex.xyz);
- }
- else
- {
- /* Directional light */
- s = normalize(-p);
- }
- r = reflect(-s, TNormal);
-
- float sdotn = max(dot(s, 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
- vec3 specular_color = vec3(1.0, 1.0, 0.6);
- vec3 Local_Vertex = (u_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));
- float 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((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
- sdotn = max(dot(new_LightDir, TNormal), 0.0);
- r = reflect(-new_LightDir, 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);
- //----------
- #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 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;
- #ifdef _XBOX
- pass_Color = in_Color.abgr;
- #else
- pass_Color = in_Color;
- #endif
-
- 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);
- }
|