source: trunk/src/easymesh/shiny.lolfx @ 2116

Last change on this file since 2116 was 1928, checked in by sam, 8 years ago

lolfx: use square brackets to indicate shader sections.

File size: 3.7 KB
Line 
1
2[vert.glsl]
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;
12
13varying vec4 pass_Eye;
14varying vec3 pass_TNormal;
15varying vec4 pass_Color;
16
17void main(void)
18{
19    vec4 eye = in_ModelView * vec4(in_Vertex, 1.0);
20    vec3 tnorm = normalize(in_NormalMat * in_Normal);
21
22    pass_Eye = eye;
23    pass_TNormal = tnorm;
24    pass_Color = in_Color;
25
26    gl_Position = in_Proj * eye;
27}
28
29[frag.glsl]
30#version 120
31
32#if defined GL_ES
33precision highp float;
34#endif
35
36uniform float in_Damage;
37
38varying vec4 pass_Eye;
39varying vec3 pass_TNormal;
40varying vec4 pass_Color;
41
42// FIXME: the light direction should be passed in the code
43vec3 in_LightDir = vec3(0.3, 0.3, 0.7);
44
45void main(void)
46{
47    /* Material properties */
48    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
49    float specular_power = 60.0;
50
51    /* World properties */
52    float ambient_mul = 0.5;
53    vec3 ambient_color = vec3(0.25, 0.2, 0.35);
54    vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
55    vec3 specular_color = vec3(1.0, 1.0, 0.6);
56
57    vec3 s = normalize(in_LightDir); /* normalize(pass_Eye - lightpos); */
58    vec3 v = normalize(-pass_Eye.xyz);
59    vec3 r = reflect(-s, pass_TNormal);
60
61    vec3 ambient = ambient_color;
62    float sdotn = max(dot(s, pass_TNormal), 0.0);
63    vec3 diffuse = diffuse_color * sdotn;
64    vec3 specular = vec3(0.0, 0.0, 0.0);
65    if (sdotn > 0.0)
66        specular = specular_color * specular_reflect
67                 * pow(max(dot(r, v), 0.0), specular_power);
68    vec3 light = ambient + diffuse + specular;
69
70    vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
71                    + (1.0 - in_Damage) * pass_Color;
72    gl_FragColor = real_color * vec4(light, 1.0);
73}
74
75[vert.hlsl]
76
77void main(float3 in_Vertex : POSITION,
78          float3 in_Normal : NORMAL,
79          float4 in_Color : COLOR,
80          uniform float4x4 in_ModelView,
81          uniform float4x4 in_Proj,
82          uniform float3x3 in_NormalMat,
83          out float4 pass_Eye : TEXCOORD0,
84          out float3 pass_TNormal : TEXCOORD1,
85          out float4 pass_Color : COLOR,
86          out float4 out_Position : POSITION)
87{
88    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
89    float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
90
91    pass_Eye = eye;
92    pass_TNormal = tnorm;
93#ifdef _XBOX
94    pass_Color = in_Color.abgr;
95#else
96    pass_Color = in_Color;
97#endif
98
99    out_Position = mul(in_Proj, eye);
100}
101
102[frag.hlsl]
103
104void main(float4 pass_Eye : TEXCOORD0,
105          float3 pass_TNormal : TEXCOORD1,
106          float4 pass_Color : COLOR,
107          uniform float in_Damage,
108          out float4 out_FragColor : COLOR)
109{
110    float3 in_LightDir = float3(0.3, 0.3, 0.7);
111
112    /* Material properties */
113    float3 specular_reflect = float3(0.8, 0.75, 0.4);
114    float specular_power = 60.0;
115
116    /* World properties */
117    float ambient_mul = 0.5;
118    float3 ambient_color = float3(0.25, 0.2, 0.35);
119    float3 diffuse_color = float3(1.0, 1.0, 0.6);
120    float3 specular_color = float3(1.0, 1.0, 0.6);
121
122    float3 s = normalize(in_LightDir); /* normalize(pass_Eye - lightpos); */
123    float3 v = normalize(-pass_Eye.xyz);
124    float3 r = reflect(-s, pass_TNormal);
125
126    float3 ambient = ambient_color;
127    float sdotn = max(dot(s, pass_TNormal), 0.0);
128    float3 diffuse = diffuse_color * sdotn;
129    float3 specular = float3(0.0, 0.0, 0.0);
130    if (sdotn > 0.0)
131        specular = specular_color * specular_reflect
132                 * pow(max(dot(r, v), 0.0), specular_power);
133    float3 light = ambient + diffuse + specular;
134
135    float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
136                      + (1.0 - in_Damage) * pass_Color;
137    out_FragColor = real_color * float4(light, 1.0);
138}
139
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