1 | |
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2 | [vert.glsl] |
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3 | #version 120 |
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4 | |
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5 | attribute vec3 in_Vertex; |
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6 | attribute vec3 in_Normal; |
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7 | attribute vec4 in_Color; |
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8 | |
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9 | uniform mat4 in_ModelView; |
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10 | uniform mat4 in_View; |
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11 | uniform mat4 in_Proj; |
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12 | uniform mat3 in_NormalMat; |
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13 | |
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14 | varying vec4 pass_Vertex; /* View space */ |
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15 | varying vec3 pass_TNormal; |
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16 | varying vec4 pass_Color; |
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17 | |
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18 | void main(void) |
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19 | { |
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20 | vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); |
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21 | vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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22 | |
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23 | pass_Vertex = vertex; |
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24 | pass_TNormal = tnorm; |
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25 | pass_Color = in_Color; |
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26 | |
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27 | gl_Position = in_Proj * vertex; |
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28 | } |
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29 | |
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30 | [frag.glsl] |
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31 | #version 120 |
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32 | |
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33 | #if defined GL_ES |
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34 | precision highp float; |
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35 | #endif |
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36 | |
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37 | uniform float in_Damage; |
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38 | uniform mat4 in_View; |
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39 | |
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40 | varying vec4 pass_Vertex; /* View space */ |
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41 | varying vec3 pass_TNormal; |
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42 | varying vec4 pass_Color; |
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43 | |
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44 | // FIXME: the light direction should be passed in the code |
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45 | vec3 in_LightDir = vec3(-0.3, -0.3, -0.7); |
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46 | vec4 in_Light2_Pos = vec4(0.0, 10.0, 0.0, 1.0); |
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47 | float in_Light2_Radius = 20.0; |
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48 | vec3 in_Light2_diffuse = vec3(0.4, 0.4, 1.0); |
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49 | |
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50 | void main(void) |
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51 | { |
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52 | /* Material properties */ |
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53 | vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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54 | float specular_power = 60.0; |
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55 | |
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56 | /* World properties */ |
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57 | float ambient_mul = 0.5; |
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58 | vec3 ambient_color = vec3(0.0, 0.0, 0.0); |
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59 | vec3 diffuse_color = vec3(0.4, 0.4, 0.4); |
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60 | vec3 specular_color = vec3(1.0, 1.0, 0.6); |
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61 | |
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62 | vec3 ambient = ambient_color; |
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63 | vec3 specular = vec3(0.0, 0.0, 0.0); |
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64 | vec3 diffuse = vec3(0.0, 0.0, 0.0); |
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65 | vec3 s = vec3(0.0, 0.0, 0.0); |
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66 | vec3 v = vec3(0.0, 0.0, 0.0); |
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67 | vec3 r = vec3(0.0, 0.0, 0.0); |
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68 | float sdotn = 0.0; |
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69 | |
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70 | //Light calculation for directional light |
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71 | s = normalize(-in_LightDir); |
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72 | v = normalize(-pass_Vertex.xyz); |
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73 | r = reflect(s, pass_TNormal); |
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74 | |
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75 | sdotn = max(dot(s, pass_TNormal), 0.0); |
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76 | diffuse += diffuse_color * sdotn; |
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77 | if (sdotn > 0.0) |
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78 | specular += specular_color * specular_reflect |
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79 | * pow(max(dot(r, v), 0.0), specular_power); |
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80 | |
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81 | |
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82 | //Light calculation for point light |
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83 | vec3 tmpLightDir = (in_View * in_Light2_Pos).xyz - pass_Vertex.xyz; |
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84 | float light_radius_mod = max(0.0, 1.0 - (length(tmpLightDir) / in_Light2_Radius)); |
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85 | s = normalize(tmpLightDir); |
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86 | v = normalize(-pass_Vertex.xyz); |
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87 | r = reflect(-s, pass_TNormal); |
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88 | |
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89 | sdotn = max(dot(s, pass_TNormal), 0.0); |
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90 | diffuse += in_Light2_diffuse * min(sdotn, light_radius_mod); |
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91 | if (sdotn > 0.0 && light_radius_mod > 0.0) |
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92 | specular += specular_color * min(specular_reflect, light_radius_mod) |
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93 | * pow(max(dot(r, v), 0.0), specular_power); |
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94 | |
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95 | |
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96 | vec3 light = ambient + diffuse + specular; |
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97 | |
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98 | vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0) |
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99 | + (1.0 - in_Damage) * pass_Color; |
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100 | gl_FragColor = real_color * vec4(light, 1.0); |
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101 | } |
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102 | |
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103 | [vert.hlsl] |
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104 | |
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105 | void main(float3 in_Vertex : POSITION, |
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106 | float3 in_Normal : NORMAL, |
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107 | float4 in_Color : COLOR, |
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108 | uniform float4x4 in_ModelView, |
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109 | uniform float4x4 in_Model, |
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110 | uniform float4x4 in_Proj, |
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111 | uniform float3x3 in_NormalMat, |
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112 | out float4 pass_Vertex : TEXCOORD0, |
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113 | out float3 pass_TNormal : TEXCOORD1, |
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114 | out float4 pass_Color : COLOR, |
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115 | out float4 out_Position : POSITION) |
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116 | { |
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117 | float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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118 | float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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119 | |
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120 | pass_Vertex = eye; |
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121 | pass_TNormal = tnorm; |
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122 | #ifdef _XBOX |
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123 | pass_Color = in_Color.abgr; |
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124 | #else |
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125 | pass_Color = in_Color; |
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126 | #endif |
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127 | |
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128 | out_Position = mul(in_Proj, eye); |
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129 | } |
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130 | |
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131 | [frag.hlsl] |
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132 | |
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133 | void main(float4 pass_Vertex : TEXCOORD0, |
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134 | float3 pass_TNormal : TEXCOORD1, |
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135 | float4 pass_Color : COLOR, |
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136 | uniform float in_Damage, |
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137 | out float4 out_FragColor : COLOR) |
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138 | { |
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139 | float3 in_LightDir = float3(0.3, 0.3, 0.7); |
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140 | |
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141 | /* Material properties */ |
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142 | float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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143 | float specular_power = 60.0; |
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144 | |
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145 | /* World properties */ |
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146 | float ambient_mul = 0.5; |
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147 | float3 ambient_color = float3(0.25, 0.2, 0.35); |
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148 | float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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149 | float3 specular_color = float3(1.0, 1.0, 0.6); |
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150 | |
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151 | float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ |
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152 | float3 v = normalize(-pass_Vertex.xyz); |
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153 | float3 r = reflect(-s, pass_TNormal); |
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154 | |
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155 | float3 ambient = ambient_color; |
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156 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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157 | float3 diffuse = diffuse_color * sdotn; |
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158 | float3 specular = float3(0.0, 0.0, 0.0); |
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159 | if (sdotn > 0.0) |
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160 | specular = specular_color * specular_reflect |
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161 | * pow(max(dot(r, v), 0.0), specular_power); |
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162 | float3 light = ambient + diffuse + specular; |
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163 | |
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164 | float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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165 | + (1.0 - in_Damage) * pass_Color; |
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166 | out_FragColor = real_color * float4(light, 1.0); |
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167 | } |
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168 | |
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