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  1. [vert.glsl]
  2. #version 120
  3. attribute vec3 in_Position;
  4. attribute vec3 in_Normal;
  5. attribute vec4 in_Color;
  6. uniform mat4 u_modelview;
  7. uniform mat4 u_view;
  8. uniform mat4 u_projection;
  9. uniform mat3 u_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 = u_modelview * vec4(in_Position, 1.0);
  16. vec3 tnorm = normalize(u_normalmat * in_Normal);
  17. pass_Vertex = vertex;
  18. pass_TNormal = tnorm;
  19. pass_Color = in_Color;
  20. gl_Position = u_projection * 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 u_view;
  29. uniform mat4 u_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. #if 0
  35. //Cos(45) = 0.70710678118
  36. //1.0 - Cos(45) = 0.29289321881
  37. const float cos_45 = 0.70710678118;
  38. const float inv_cos_45 = 0.29289321881;
  39. //Cube Light
  40. vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0);
  41. vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0);
  42. vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0);
  43. vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4);
  44. #endif
  45. void main(void)
  46. {
  47. vec3 TNormal = pass_TNormal;
  48. vec3 X = dFdx(pass_Vertex.xyz);
  49. vec3 Y = dFdy(pass_Vertex.xyz);
  50. TNormal = normalize(cross(Y, X)) * length(normalize(pass_TNormal));
  51. /* Material properties */
  52. vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
  53. float specular_power = 60.0;
  54. /* World properties */
  55. vec3 ambient = vec3(0.1, 0.1, 0.1);
  56. vec3 specular = vec3(0.0, 0.0, 0.0);
  57. vec3 diffuse = vec3(0.0, 0.0, 0.0);
  58. /* Light precalculations */
  59. vec3 v = normalize(-pass_Vertex.xyz);
  60. /* Apply lighting */
  61. for (int i = 0; i < 8; i++)
  62. {
  63. vec4 pos = u_lights[i * 2];
  64. vec4 color = u_lights[i * 2 + 1];
  65. vec3 s, r, p;
  66. p = (u_view * pos).xyz;
  67. if (pos.w > 0.0)
  68. {
  69. /* Point light -- no attenuation yet */
  70. s = normalize(p - pass_Vertex.xyz);
  71. }
  72. else
  73. {
  74. /* Directional light */
  75. s = normalize(-p);
  76. }
  77. r = reflect(-s, TNormal);
  78. float sdotn = max(dot(s, TNormal), 0.0);
  79. diffuse += color.xyz * sdotn;
  80. if (sdotn > 0.0)
  81. specular += color.xyz * specular_reflect
  82. * pow(max(dot(r, v), 0.0), specular_power);
  83. }
  84. #if 0
  85. //Light calculation for cube light
  86. vec3 specular_color = vec3(1.0, 1.0, 0.6);
  87. vec3 Local_Vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz;
  88. vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner);
  89. vec3 new_LightDir = Local_Vertex - Proj_Vertex;
  90. 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));
  91. float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z));
  92. if (length(new_LightDir) == 0.0)
  93. sdotn = 1.0;
  94. else
  95. {
  96. new_LightDir = normalize((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz);
  97. sdotn = max(dot(new_LightDir, TNormal), 0.0);
  98. r = reflect(-new_LightDir, TNormal);
  99. if (sdotn > 0.0 && light_radius_mod > 0.0)
  100. specular += specular_color * min(specular_reflect, light_radius_mod)
  101. * pow(max(dot(r, v), 0.0), specular_power);
  102. }
  103. diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod);
  104. //----------
  105. #endif
  106. vec3 light = ambient + diffuse + specular;
  107. vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage);
  108. gl_FragColor = real_color * vec4(light, 1.0);
  109. }
  110. [vert.hlsl]
  111. void main(float3 in_Vertex : POSITION,
  112. float3 in_Normal : NORMAL,
  113. float4 in_Color : COLOR,
  114. uniform float4x4 u_modelview,
  115. uniform float4x4 u_projection,
  116. uniform float3x3 u_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(u_modelview, float4(in_Vertex, 1.0));
  123. float3 tnorm = normalize(mul(u_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(u_projection, 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. }