source: trunk/src/easymesh/shiny.lolfx @ 2145

Last change on this file since 2145 was 2145, checked in by sam, 7 years ago

easymesh: fix point light handling.

File size: 4.4 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_View;
11uniform mat4 in_Proj;
12uniform mat3 in_NormalMat;
13
14varying vec4 pass_Vertex; /* View space */
15varying vec3 pass_TNormal;
16varying vec4 pass_Color;
17
18void main(void)
19{
20    vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0);
21    vec3 tnorm = normalize(in_NormalMat * in_Normal);
22
23    pass_Vertex = vertex;
24    pass_TNormal = tnorm;
25    pass_Color = in_Color;
26
27    gl_Position = in_Proj * vertex;
28}
29
30[frag.glsl]
31#version 120
32
33#if defined GL_ES
34precision highp float;
35#endif
36
37uniform float in_Damage;
38uniform mat4 in_View;
39
40varying vec4 pass_Vertex; /* View space */
41varying vec3 pass_TNormal;
42varying vec4 pass_Color;
43
44// FIXME: the light direction should be passed in the code
45vec3 in_LightDir = vec3(0.3, 0.3, 0.7);
46vec4 in_Light2_Pos = vec4(-100.0, 100.0, -100.0, 1.0);
47
48void main(void)
49{
50    /* Material properties */
51    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
52    float specular_power = 60.0;
53
54    /* World properties */
55    float ambient_mul = 0.5;
56    vec3 ambient_color = vec3(0.0, 0.0, 0.0);
57    vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
58    vec3 specular_color = vec3(1.0, 1.0, 0.6);
59
60    vec3 ambient = ambient_color;
61    vec3 specular = vec3(0.0, 0.0, 0.0);
62    vec3 diffuse = vec3(0.0, 0.0, 0.0);
63    vec3 s = vec3(0.0, 0.0, 0.0);
64    vec3 v = vec3(0.0, 0.0, 0.0);
65    vec3 r = vec3(0.0, 0.0, 0.0);
66    float sdotn = 0.0;
67
68    /*
69    //Light calculation for directional light
70    s = normalize(in_LightDir);
71    v = normalize(-pass_Vertex.xyz);
72    r = reflect(-s, pass_TNormal);
73
74    sdotn = max(dot(s, pass_TNormal), 0.0);
75    diffuse += diffuse_color * sdotn;
76    if (sdotn > 0.0)
77        specular += specular_color * specular_reflect
78                 * pow(max(dot(r, v), 0.0), specular_power);
79    */
80
81    //Light calculation for point light
82    s = normalize((in_View * in_Light2_Pos).xyz - pass_Vertex.xyz);
83    v = normalize(-pass_Vertex.xyz);
84    r = reflect(-s, pass_TNormal);
85
86    sdotn = max(dot(s, pass_TNormal), 0.0);
87    diffuse += diffuse_color * sdotn;
88    //if (sdotn > 0.0)
89    //    specular += specular_color * specular_reflect
90    //             * pow(max(dot(r, v), 0.0), specular_power);
91
92
93    vec3 light = ambient + diffuse + specular;
94
95    vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0)
96                    + (1.0 - in_Damage) * pass_Color;
97    gl_FragColor = real_color * vec4(light, 1.0);
98}
99
100[vert.hlsl]
101
102void main(float3 in_Vertex : POSITION,
103          float3 in_Normal : NORMAL,
104          float4 in_Color : COLOR,
105          uniform float4x4 in_ModelView,
106          uniform float4x4 in_Model,
107          uniform float4x4 in_Proj,
108          uniform float3x3 in_NormalMat,
109          out float4 pass_Vertex : TEXCOORD0,
110          out float3 pass_TNormal : TEXCOORD1,
111          out float4 pass_Color : COLOR,
112          out float4 out_Position : POSITION)
113{
114    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
115    float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
116
117    pass_Vertex = eye;
118    pass_TNormal = tnorm;
119#ifdef _XBOX
120    pass_Color = in_Color.abgr;
121#else
122    pass_Color = in_Color;
123#endif
124
125    out_Position = mul(in_Proj, eye);
126}
127
128[frag.hlsl]
129
130void main(float4 pass_Vertex : TEXCOORD0,
131          float3 pass_TNormal : TEXCOORD1,
132          float4 pass_Color : COLOR,
133          uniform float in_Damage,
134          out float4 out_FragColor : COLOR)
135{
136    float3 in_LightDir = float3(0.3, 0.3, 0.7);
137
138    /* Material properties */
139    float3 specular_reflect = float3(0.8, 0.75, 0.4);
140    float specular_power = 60.0;
141
142    /* World properties */
143    float ambient_mul = 0.5;
144    float3 ambient_color = float3(0.25, 0.2, 0.35);
145    float3 diffuse_color = float3(1.0, 1.0, 0.6);
146    float3 specular_color = float3(1.0, 1.0, 0.6);
147
148    float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
149    float3 v = normalize(-pass_Vertex.xyz);
150    float3 r = reflect(-s, pass_TNormal);
151
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
161    float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
162                      + (1.0 - in_Damage) * pass_Color;
163    out_FragColor = real_color * float4(light, 1.0);
164}
165
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