source: trunk/src/easymesh/shiny.lolfx @ 1687

Last change on this file since 1687 was 1687, checked in by sam, 8 years ago

easymesh: allow the shader to build on GL ES.

File size: 3.3 KB
Line 
1
2-- GLSL.Vert --
3#if defined GL_ES
4#version 100
5#else
6#version 120
7#endif
8
9attribute vec3 in_Vertex;
10attribute vec3 in_Normal;
11attribute vec4 in_Color;
12
13uniform mat4 in_ModelView;
14uniform mat4 in_Proj;
15uniform mat3 in_NormalMat;
16uniform vec3 in_LightDir = vec3(0.3, 0.3, 0.7);
17uniform float in_Damage;
18
19varying vec4 pass_Color;
20
21void main(void)
22{
23    /* Material properties */
24    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
25    float specular_power = 60.0;
26
27    /* World properties */
28    float ambient_mul = 0.5;
29    vec3 ambient_color = vec3(0.25, 0.2, 0.35);
30    vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
31    vec3 specular_color = vec3(1.0, 1.0, 0.6);
32
33    vec3 tnorm = normalize(in_NormalMat * in_Normal);
34    vec4 eye = in_ModelView * vec4(in_Vertex, 1.0);
35
36    vec3 s = in_LightDir; /* normalize(eye - lightpos); */
37    vec3 v = normalize(-eye.xyz);
38    vec3 r = reflect(-s, tnorm);
39
40    vec3 ambient = ambient_color;
41    float sdotn = max(dot(s, tnorm), 0.0);
42    vec3 diffuse = diffuse_color * sdotn;
43    vec3 specular = vec3(0.0, 0.0, 0.0);
44    if (sdotn > 0.0)
45        specular = specular_color * specular_reflect
46                 * pow(max(dot(r, v), 0.0), specular_power);
47    vec3 light = ambient + diffuse + specular;
48
49    vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
50                    + (1.0 - in_Damage) * in_Color;
51    pass_Color = real_color * vec4(light, 1.0);
52    gl_Position = in_Proj * eye;
53}
54
55-- GLSL.Frag --
56#if defined GL_ES
57#version 100
58#else
59#version 120
60#endif
61
62#if defined GL_ES
63precision highp float;
64#endif
65varying vec4 pass_Color;
66
67void main(void) {
68    gl_FragColor = pass_Color;
69}
70
71-- HLSL.Vert --
72
73void main(float3 in_Vertex : POSITION,
74          float3 in_Normal : NORMAL,
75          float4 in_Color : COLOR,
76          uniform float4x4 in_ModelView,
77          uniform float4x4 in_Proj,
78          uniform float3x3 in_NormalMat,
79          uniform float in_Damage,
80          out float4 out_Position : POSITION,
81          out float4 pass_Color : COLOR)
82{
83    float3 in_LightDir = normalize(float3(0.3, 0.3, 0.7));
84
85    float3 specular_reflect = float3(0.8, 0.75, 0.4);
86    float specular_power = 60.0;
87    float ambient_mul = 0.5;
88    float3 ambient_color = float3(0.25, 0.2, 0.35);
89    float3 diffuse_color = float3(1.0, 1.0, 0.6);
90    float3 specular_color = float3(1.0, 1.0, 0.6);
91    float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
92    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
93    float3 s = in_LightDir;
94    float3 v = normalize(-eye.xyz);
95    float3 r = reflect(-s, tnorm);
96    float3 ambient = ambient_color;
97    float sdotn = max(dot(s, tnorm), 0.0);
98    float3 diffuse = diffuse_color * sdotn;
99    float3 specular = float3(0.0, 0.0, 0.0);
100    if (sdotn > 0.0)
101        specular = specular_color * specular_reflect
102                 * pow(max(dot(r, v), 0.0), specular_power);
103    float3 light = ambient + diffuse + specular;
104#ifdef _XBOX
105    float4 real_color = in_Color.abgr;
106#else
107    float4 real_color = in_Color;
108#endif
109    real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
110               + (1.0 - in_Damage) * real_color;
111    pass_Color = real_color * float4(light, 1.0);
112    out_Position = mul(in_Proj, eye);
113}
114
115-- HLSL.Frag --
116
117void main(float4 pass_Color : COLOR,
118          out float4 out_FragColor : COLOR)
119{
120    out_FragColor = pass_Color;
121}
122
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