source: trunk/src/easymesh/shiny.lolfx @ 1621

Last change on this file since 1621 was 1615, checked in by sam, 8 years ago

easymesh: fix the HLSL code in shiny.lolfx.

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;
8
9uniform mat4 in_ModelView;
10uniform mat4 in_Proj;
11uniform mat3 in_NormalMat;
12uniform vec3 in_LightDir = vec3(0.3, 0.3, 0.7);
13uniform float in_Damage;
14
15varying vec4 pass_Color;
16
17void main(void)
18{
19    /* Material properties */
20    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
21    float specular_power = 60.0;
22
23    /* World properties */
24    float ambient_mul = 0.5;
25    vec3 ambient_color = vec3(0.25, 0.2, 0.35);
26    vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
27    vec3 specular_color = vec3(1.0, 1.0, 0.6);
28
29    vec3 tnorm = normalize(in_NormalMat * in_Normal);
30    vec4 eye = in_ModelView * vec4(in_Vertex, 1.0);
31
32    vec3 s = in_LightDir; /* normalize(eye - lightpos); */
33    vec3 v = normalize(-eye.xyz);
34    vec3 r = reflect(-s, tnorm);
35
36    vec3 ambient = ambient_color;
37    float sdotn = max(dot(s, tnorm), 0.0);
38    vec3 diffuse = diffuse_color * sdotn;
39    vec3 specular = vec3(0.0, 0.0, 0.0);
40    if (sdotn > 0.0)
41        specular = specular_color * specular_reflect
42                 * pow(max(dot(r, v), 0.0), specular_power);
43    vec3 light = ambient + diffuse + specular;
44
45    vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
46                    + (1.0 - in_Damage) * in_Color;
47    pass_Color = real_color * vec4(light, 1.0);
48    gl_Position = in_Proj * eye;
49}
50
51-- GLSL.Frag --
52#version 120
53
54//precision highp float;
55varying vec4 pass_Color;
56
57void main(void) {
58    gl_FragColor = pass_Color;
59}
60
61-- HLSL.Vert --
62
63void main(float3 in_Vertex : POSITION,
64          float3 in_Normal : NORMAL,
65          float4 in_Color : COLOR,
66          uniform float4x4 in_ModelView,
67          uniform float4x4 in_Proj,
68          uniform float3x3 in_NormalMat,
69          uniform float in_Damage,
70          out float4 out_Position : POSITION,
71          out float4 pass_Color : COLOR)
72{
73    float3 in_LightDir = normalize(float3(0.3, 0.3, 0.7));
74
75    float3 specular_reflect = float3(0.8, 0.75, 0.4);
76    float specular_power = 60.0;
77    float ambient_mul = 0.5;
78    float3 ambient_color = float3(0.25, 0.2, 0.35);
79    float3 diffuse_color = float3(1.0, 1.0, 0.6);
80    float3 specular_color = float3(1.0, 1.0, 0.6);
81    float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
82    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
83    float3 s = in_LightDir;
84    float3 v = normalize(-eye.xyz);
85    float3 r = reflect(-s, tnorm);
86    float3 ambient = ambient_color;
87    float sdotn = max(dot(s, tnorm), 0.0);
88    float3 diffuse = diffuse_color * sdotn;
89    float3 specular = float3(0.0, 0.0, 0.0);
90    if (sdotn > 0.0)
91        specular = specular_color * specular_reflect
92                 * pow(max(dot(r, v), 0.0), specular_power);
93    float3 light = ambient + diffuse + specular;
94#ifdef _XBOX
95    float4 real_color = in_Color.abgr;
96#else
97    float4 real_color = in_Color;
98#endif
99    real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
100               + (1.0 - in_Damage) * real_color;
101    pass_Color = real_color * float4(light, 1.0);
102    out_Position = mul(in_Proj, eye);
103}
104
105-- HLSL.Frag --
106
107void main(float4 pass_Color : COLOR,
108          out float4 out_FragColor : COLOR)
109{
110    out_FragColor = pass_Color;
111}
112
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