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-
- [vert.glsl]
- #version 130
-
- in vec3 in_position;
- in vec3 in_Normal;
- in vec4 in_color;
-
- uniform mat4 u_modelview;
- uniform mat4 u_view;
- uniform mat4 u_projection;
- uniform mat3 u_normalmat;
-
- out vec4 pass_vertex; /* View space */
- out vec3 pass_tnormal;
- out vec4 pass_color;
-
- void main(void)
- {
- vec4 vertex = u_modelview * vec4(in_position, 1.0);
- vec3 tnorm = normalize(in_Normal);
-
- pass_vertex = vertex;
- pass_tnormal = tnorm;
- pass_color = in_color;
-
- gl_Position = u_projection * vertex;
- }
-
- [frag.glsl]
- #version 130
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- in vec4 pass_vertex; /* View space */
- in vec3 pass_tnormal;
- in vec4 pass_color;
-
- uniform float u_damage;
- uniform mat4 u_view;
- uniform mat4 u_inv_view;
-
- uniform vec4 u_lights[8 * 2];
-
- void main(void)
- {
- vec3 real_color = vec3(0.0, 0.0, 0.0);
- 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)));
- 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)));
- 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)));
- gl_FragColor = vec4(real_color, pass_color.w);
- }
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