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  1. [vert.glsl]
  2. #version 120
  3. attribute vec3 in_Vertex;
  4. attribute vec3 in_Normal;
  5. attribute vec4 in_Color;
  6. uniform mat4 in_ModelView;
  7. uniform mat4 in_View;
  8. uniform mat4 in_Proj;
  9. uniform mat3 in_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 = in_ModelView * vec4(in_Vertex, 1.0);
  16. vec3 tnorm = normalize(in_NormalMat * in_Normal);
  17. pass_Vertex = vertex;
  18. pass_TNormal = tnorm;
  19. pass_Color = in_Color;
  20. gl_Position = in_Proj * 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 in_View;
  29. uniform mat4 in_Inv_View;
  30. varying vec4 pass_Vertex; /* View space */
  31. varying vec3 pass_TNormal;
  32. varying vec4 pass_Color;
  33. // FIXME: all the light parameters should be passed in the code
  34. //Dir Light
  35. vec3 in_LightDir = vec3(-0.3, -0.3, -0.7);
  36. //Point Light
  37. vec4 in_Light2_Pos = vec4(20.0, 10.0, 0.0, 1.0);
  38. float in_Light2_Radius = 20.0;
  39. vec3 in_Light2_diffuse = vec3(0.4, 0.4, 1.0);
  40. //Cube Light
  41. vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0);
  42. vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0);
  43. vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0);
  44. vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4);
  45. void main(void)
  46. {
  47. /* Material properties */
  48. vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
  49. float specular_power = 60.0;
  50. /* World properties */
  51. float ambient_mul = 0.5;
  52. vec3 ambient_color = vec3(0.0, 0.0, 0.0);
  53. vec3 diffuse_color = vec3(0.4, 0.4, 0.4);
  54. vec3 specular_color = vec3(1.0, 1.0, 0.6);
  55. vec3 ambient = ambient_color;
  56. vec3 specular = vec3(0.0, 0.0, 0.0);
  57. vec3 diffuse = vec3(0.0, 0.0, 0.0);
  58. vec3 s = vec3(0.0, 0.0, 0.0);
  59. vec3 v = vec3(0.0, 0.0, 0.0);
  60. vec3 r = vec3(0.0, 0.0, 0.0);
  61. float sdotn = 0.0;
  62. float light_radius_mod = 0.0;
  63. //Light calculation for directional light
  64. s = normalize(-in_LightDir);
  65. v = normalize(-pass_Vertex.xyz);
  66. r = reflect(s, pass_TNormal);
  67. sdotn = max(dot(s, pass_TNormal), 0.0);
  68. diffuse += diffuse_color * sdotn;
  69. if (sdotn > 0.0)
  70. specular += specular_color * specular_reflect
  71. * pow(max(dot(r, v), 0.0), specular_power);
  72. //----------
  73. //Light calculation for point light
  74. vec3 tmpLightDir = (in_View * in_Light2_Pos).xyz - pass_Vertex.xyz;
  75. light_radius_mod = max(0.0, 1.0 - (length(tmpLightDir) / in_Light2_Radius));
  76. s = normalize(tmpLightDir);
  77. v = normalize(-pass_Vertex.xyz);
  78. r = reflect(-s, pass_TNormal);
  79. sdotn = max(dot(s, pass_TNormal), 0.0);
  80. diffuse += in_Light2_diffuse * min(sdotn, light_radius_mod);
  81. if (sdotn > 0.0 && light_radius_mod > 0.0)
  82. specular += specular_color * min(specular_reflect, light_radius_mod)
  83. * pow(max(dot(r, v), 0.0), specular_power);
  84. //----------
  85. //Light calculation for cube light
  86. vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz;
  87. vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner);
  88. vec3 new_LightDir = Local_Vertex - Proj_Vertex;
  89. 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));
  90. light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z));
  91. if (length(new_LightDir) == 0.0)
  92. sdotn = 1.0;
  93. else
  94. {
  95. new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
  96. sdotn = max(dot(new_LightDir, pass_TNormal), 0.0);
  97. r = reflect(-new_LightDir, pass_TNormal);
  98. if (sdotn > 0.0 && light_radius_mod > 0.0)
  99. specular += specular_color * min(specular_reflect, light_radius_mod)
  100. * pow(max(dot(r, v), 0.0), specular_power);
  101. }
  102. diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod);
  103. //----------
  104. vec3 light = ambient + diffuse + specular;
  105. vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
  106. + (1.0 - in_Damage) * pass_Color;
  107. gl_FragColor = real_color * vec4(light, 1.0);
  108. }
  109. [vert.hlsl]
  110. void main(float3 in_Vertex : POSITION,
  111. float3 in_Normal : NORMAL,
  112. float4 in_Color : COLOR,
  113. uniform float4x4 in_ModelView,
  114. uniform float4x4 in_Model,
  115. uniform float4x4 in_Proj,
  116. uniform float3x3 in_NormalMat,
  117. out float4 pass_Vertex : TEXCOORD0,
  118. out float3 pass_TNormal : TEXCOORD1,
  119. out float4 pass_Color : COLOR,
  120. out float4 out_Position : POSITION)
  121. {
  122. float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
  123. float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
  124. pass_Vertex = eye;
  125. pass_TNormal = tnorm;
  126. #ifdef _XBOX
  127. pass_Color = in_Color.abgr;
  128. #else
  129. pass_Color = in_Color;
  130. #endif
  131. out_Position = mul(in_Proj, eye);
  132. }
  133. [frag.hlsl]
  134. void main(float4 pass_Vertex : TEXCOORD0,
  135. float3 pass_TNormal : TEXCOORD1,
  136. float4 pass_Color : COLOR,
  137. uniform float in_Damage,
  138. out float4 out_FragColor : COLOR)
  139. {
  140. float3 in_LightDir = float3(0.3, 0.3, 0.7);
  141. /* Material properties */
  142. float3 specular_reflect = float3(0.8, 0.75, 0.4);
  143. float specular_power = 60.0;
  144. /* World properties */
  145. float ambient_mul = 0.5;
  146. float3 ambient_color = float3(0.25, 0.2, 0.35);
  147. float3 diffuse_color = float3(1.0, 1.0, 0.6);
  148. float3 specular_color = float3(1.0, 1.0, 0.6);
  149. float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
  150. float3 v = normalize(-pass_Vertex.xyz);
  151. float3 r = reflect(-s, pass_TNormal);
  152. float3 ambient = ambient_color;
  153. float sdotn = max(dot(s, pass_TNormal), 0.0);
  154. float3 diffuse = diffuse_color * sdotn;
  155. float3 specular = float3(0.0, 0.0, 0.0);
  156. if (sdotn > 0.0)
  157. specular = specular_color * specular_reflect
  158. * pow(max(dot(r, v), 0.0), specular_power);
  159. float3 light = ambient + diffuse + specular;
  160. float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
  161. + (1.0 - in_Damage) * pass_Color;
  162. out_FragColor = real_color * float4(light, 1.0);
  163. }