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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. 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. gl_FragColor = pass_Color * length(normalize(pass_TNormal));
  37. }
  38. [vert.hlsl]
  39. void main(float3 in_Vertex : POSITION,
  40. float3 in_Normal : NORMAL,
  41. float4 in_Color : COLOR,
  42. uniform float4x4 in_ModelView,
  43. uniform float4x4 in_Model,
  44. uniform float4x4 in_Proj,
  45. uniform float3x3 in_NormalMat,
  46. out float4 pass_Vertex : TEXCOORD0,
  47. out float3 pass_TNormal : TEXCOORD1,
  48. out float4 pass_Color : COLOR,
  49. out float4 out_Position : POSITION)
  50. {
  51. float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
  52. float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
  53. pass_Vertex = eye;
  54. pass_TNormal = tnorm;
  55. #ifdef _XBOX
  56. pass_Color = in_Color.abgr;
  57. #else
  58. pass_Color = in_Color;
  59. #endif
  60. out_Position = mul(in_Proj, eye);
  61. }
  62. [frag.hlsl]
  63. void main(float4 pass_Vertex : TEXCOORD0,
  64. float3 pass_TNormal : TEXCOORD1,
  65. float4 pass_Color : COLOR,
  66. uniform float in_Damage,
  67. out float4 out_FragColor : COLOR)
  68. {
  69. float3 in_LightDir = float3(0.3, 0.3, 0.7);
  70. /* Material properties */
  71. float3 specular_reflect = float3(0.8, 0.75, 0.4);
  72. float specular_power = 60.0;
  73. /* World properties */
  74. float ambient_mul = 0.5;
  75. float3 ambient_color = float3(0.25, 0.2, 0.35);
  76. float3 diffuse_color = float3(1.0, 1.0, 0.6);
  77. float3 specular_color = float3(1.0, 1.0, 0.6);
  78. float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
  79. float3 v = normalize(-pass_Vertex.xyz);
  80. float3 r = reflect(-s, pass_TNormal);
  81. float3 ambient = ambient_color;
  82. float sdotn = max(dot(s, pass_TNormal), 0.0);
  83. float3 diffuse = diffuse_color * sdotn;
  84. float3 specular = float3(0.0, 0.0, 0.0);
  85. if (sdotn > 0.0)
  86. specular = specular_color * specular_reflect
  87. * pow(max(dot(r, v), 0.0), specular_power);
  88. float3 light = ambient + diffuse + specular;
  89. float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
  90. + (1.0 - in_Damage) * pass_Color;
  91. out_FragColor = real_color * float4(light, 1.0);
  92. }