source: trunk/orbital/shiny.lolfx @ 1492

Last change on this file since 1492 was 1492, checked in by touky, 8 years ago

Added Lolnament (Working Title) V0.1a in Orbital, for quick tests purposes.

File size: 3.1 KB
Line 
1
2-- GLSL.Vert --
3#version 120
4
5attribute vec3 in_Vertex;
6attribute vec3 in_Normal;
7attribute vec4 in_Color;
8uniform mat4 in_ModelView;
9uniform mat4 in_Proj;
10uniform mat3 in_NormalMat;
11uniform float in_Damage;
12varying vec4 pass_Color;
13
14void main(void)
15{
16    /* Material properties */
17    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
18    float specular_power = 60.0;
19
20    /* World properties */
21    float ambient_mul = 0.5;
22    vec3 light_dir = normalize(vec3(0.3, 0.3, 0.7));
23    vec3 ambient_color = vec3(0.25, 0.2, 0.35);
24    vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
25    vec3 specular_color = vec3(1.0, 1.0, 0.6);
26
27    vec3 tnorm = normalize(in_NormalMat * in_Normal);
28    vec4 eye = in_ModelView * vec4(in_Vertex, 1.0);
29
30    vec3 s = light_dir; /* normalize(eye - lightpos); */
31    vec3 v = normalize(-eye.xyz);
32    vec3 r = reflect(-s, tnorm);
33
34    vec3 ambient = ambient_color;
35    float sdotn = max(dot(s, tnorm), 0.0);
36    vec3 diffuse = diffuse_color * sdotn;
37    vec3 specular = vec3(0.0, 0.0, 0.0);
38    if (sdotn > 0.0)
39        specular = specular_color * specular_reflect
40                 * pow(max(dot(r, v), 0.0), specular_power);
41    vec3 light = ambient + diffuse + specular;
42
43    vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
44                    + (1.0 - in_Damage) * in_Color;
45    pass_Color = real_color * vec4(light, 1.0);
46    gl_Position = in_Proj * eye;
47}
48
49-- GLSL.Frag --
50#version 120
51
52//precision highp float;
53varying vec4 pass_Color;
54
55void main(void) {
56    gl_FragColor = pass_Color;
57}
58
59-- HLSL.Vert --
60
61void main(float3 in_Vertex : POSITION,
62          float3 in_Normal : NORMAL,
63          float4 in_Color : COLOR,
64          uniform float4x4 in_ModelView,
65          uniform float4x4 in_Proj,
66          uniform float3x3 in_NormalMat,
67          uniform float in_Damage,
68          out float4 out_Position : POSITION,
69          out float4 pass_Color : COLOR)
70{
71    float3 specular_reflect = float3(0.8, 0.75, 0.4);
72    float specular_power = 60.0;
73    float ambient_mul = 0.5;
74    float3 light_dir = normalize(float3(0.3, 0.3, 0.7));
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 tnorm = normalize(mul(in_NormalMat, in_Normal));
79    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
80    float3 s = light_dir;
81    float3 v = normalize(-eye.xyz);
82    float3 r = reflect(-s, tnorm);
83    float3 ambient = ambient_color;
84    float sdotn = max(dot(s, tnorm), 0.0);
85    float3 diffuse = diffuse_color * sdotn;
86    float3 specular = float3(0.0, 0.0, 0.0);
87    if (sdotn > 0.0)
88        specular = specular_color * specular_reflect
89                 * pow(max(dot(r, v), 0.0), specular_power);
90    float3 light = ambient + diffuse + specular;
91#ifdef _XBOX
92    float4 real_color = in_Color.abgr;
93#else
94    float4 real_color = in_Color;
95#endif
96    real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
97               + (1.0 - in_Damage) * real_color;
98    pass_Color = real_color * float4(light, 1.0);
99    out_Position = mul(in_Proj, eye);
100}
101
102-- HLSL.Frag --
103
104void main(float4 pass_Color : COLOR,
105          out float4 out_FragColor : COLOR)
106{
107    out_FragColor = pass_Color;
108}
109
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