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 | attribute vec2 in_Index; |
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9 | attribute vec2 in_Weight; |
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10 | |
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11 | uniform mat4 in_ModelView; |
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12 | uniform mat4 in_View; |
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13 | uniform mat4 in_Proj; |
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14 | uniform mat3 in_NormalMat; |
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15 | //10is not a fix idea, should be more. |
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16 | uniform mat4 in_BoneList[10]; |
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17 | |
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18 | varying vec4 pass_Vertex; /* View space */ |
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19 | varying vec3 pass_TNormal; |
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20 | varying vec4 pass_Color; |
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21 | |
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22 | void main(void) |
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23 | { |
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24 | vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); |
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25 | vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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26 | |
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27 | pass_Vertex = vertex; |
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28 | pass_TNormal = tnorm; |
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29 | pass_Color = in_Color; |
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30 | |
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31 | gl_Position = in_Proj * vertex; |
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32 | } |
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33 | |
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34 | [frag.glsl] |
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35 | #version 120 |
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36 | |
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37 | #if defined GL_ES |
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38 | precision highp float; |
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39 | #endif |
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40 | |
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41 | uniform float in_Damage; |
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42 | uniform mat4 in_View; |
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43 | uniform mat4 in_Inv_View; |
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44 | |
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45 | uniform vec4 u_Lights[8 * 2]; |
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46 | |
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47 | varying vec4 pass_Vertex; /* View space */ |
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48 | varying vec3 pass_TNormal; |
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49 | varying vec4 pass_Color; |
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50 | |
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51 | #if 0 |
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52 | //Cube Light |
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53 | //Cos(45) = 0.70710678118 |
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54 | //1.0 - Cos(45) = 0.29289321881 |
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55 | |
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56 | const float cos_45 = 0.70710678118; |
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57 | const float inv_cos_45 = 0.29289321881; |
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58 | |
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59 | vec4 in_Light3_Pos = vec4(-10.0, 20.0, 0.0, 1.0); |
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60 | vec3 in_Light3_Size_Inner = vec3(12.0, 12.0, 12.0); |
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61 | vec3 in_Light3_Size_Outer = vec3(10.0, 10.0, 10.0); |
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62 | vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); |
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63 | #endif |
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64 | |
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65 | void main(void) |
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66 | { |
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67 | /* Material properties */ |
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68 | vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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69 | float specular_power = 60.0; |
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70 | |
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71 | /* World properties */ |
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72 | vec3 ambient = vec3(0.7, 0.7, 0.7); |
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73 | vec3 specular = vec3(0.0, 0.0, 0.0); |
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74 | vec3 diffuse = vec3(0.0, 0.0, 0.0); |
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75 | |
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76 | /* Light precalculations */ |
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77 | vec3 v = normalize(-pass_Vertex.xyz); |
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78 | |
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79 | /* Apply lighting */ |
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80 | for (int i = 0; i < 8; i++) |
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81 | { |
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82 | vec4 pos = u_Lights[i * 2]; |
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83 | vec4 color = u_Lights[i * 2 + 1]; |
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84 | vec3 s, r; |
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85 | |
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86 | if (pos.w > 0.0) |
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87 | { |
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88 | /* Point light -- no attenuation yet */ |
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89 | s = normalize((in_View * pos).xyz - pass_Vertex.xyz); |
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90 | r = reflect(-s, pass_TNormal); |
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91 | } |
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92 | else |
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93 | { |
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94 | /* Directional light */ |
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95 | s = normalize(-pos.xyz); |
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96 | r = reflect(s, pass_TNormal); |
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97 | } |
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98 | |
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99 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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100 | diffuse += color.xyz * sdotn; |
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101 | if (sdotn > 0.0) |
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102 | specular += color.xyz * specular_reflect |
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103 | * pow(max(dot(r, v), 0.0), specular_power); |
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104 | } |
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105 | |
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106 | #if 0 |
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107 | //Light calculation for cube light |
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108 | //const float cos_45 = 0.70710678118; |
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109 | //const float inv_cos_45 = 0.29289321881; |
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110 | vec3 local_vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; |
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111 | vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); |
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112 | vec3 proj_local_dir = local_vertex - proj_vertex; |
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113 | vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; |
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114 | inner_dir.x = (inner_dir.x == 1.0)?(1.0):(0.0); |
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115 | inner_dir.y = (inner_dir.y == 1.0)?(1.0):(0.0); |
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116 | inner_dir.z = (inner_dir.z == 1.0)?(1.0):(0.0); |
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117 | |
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118 | //inside the cube |
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119 | if (length(proj_local_dir) == 0.0) |
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120 | { |
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121 | sdotn = 1.0; |
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122 | light_radius_mod = 1.0; |
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123 | } |
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124 | //spec calculation |
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125 | else |
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126 | { |
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127 | //Distance calculation |
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128 | vec3 proj_local_light = proj_local_dir / in_Light3_Size_Outer; |
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129 | light_radius_mod = max(0.0, 1.0 - length(proj_local_light)); |
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130 | //cube orientation |
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131 | sdotn = max(0.0, dot(normalize(proj_local_dir), normalize(inner_dir))); |
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132 | |
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133 | |
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134 | //if (length(inner_dir) > 1.0) |
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135 | // sdotn = 0.0; |
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136 | //else |
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137 | //{ |
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138 | // //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); |
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139 | //} |
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140 | /* |
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141 | proj_local_dir = normalize((in_View * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); |
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142 | sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); |
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143 | r = reflect(-proj_local_dir, pass_TNormal); |
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144 | if (sdotn > 0.0 && light_radius_mod > 0.0) |
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145 | specular += specular_color * min(specular_reflect, light_radius_mod) |
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146 | * pow(max(dot(r, v), 0.0), specular_power); |
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147 | */ |
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148 | } |
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149 | //diffuse calculation |
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150 | diffuse += in_Light3_diffuse * sdotn; //min(sdotn, light_radius_mod); |
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151 | //---------- |
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152 | #endif |
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153 | |
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154 | vec3 light = ambient + diffuse + specular; |
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155 | |
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156 | vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); |
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157 | gl_FragColor = real_color * vec4(light, 1.0); |
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158 | } |
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159 | |
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160 | [vert.hlsl] |
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161 | |
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162 | void main(float3 in_Vertex : POSITION, |
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163 | float3 in_Normal : NORMAL, |
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164 | float4 in_Color : COLOR, |
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165 | uniform float4x4 in_ModelView, |
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166 | uniform float4x4 in_Model, |
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167 | uniform float4x4 in_Proj, |
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168 | uniform float3x3 in_NormalMat, |
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169 | out float4 pass_Vertex : TEXCOORD0, |
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170 | out float3 pass_TNormal : TEXCOORD1, |
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171 | out float4 pass_Color : COLOR, |
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172 | out float4 out_Position : POSITION) |
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173 | { |
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174 | float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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175 | float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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176 | |
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177 | pass_Vertex = eye; |
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178 | pass_TNormal = tnorm; |
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179 | #ifdef _XBOX |
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180 | pass_Color = in_Color.abgr; |
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181 | #else |
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182 | pass_Color = in_Color; |
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183 | #endif |
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184 | |
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185 | out_Position = mul(in_Proj, eye); |
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186 | } |
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187 | |
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188 | [frag.hlsl] |
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189 | |
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190 | void main(float4 pass_Vertex : TEXCOORD0, |
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191 | float3 pass_TNormal : TEXCOORD1, |
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192 | float4 pass_Color : COLOR, |
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193 | uniform float in_Damage, |
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194 | out float4 out_FragColor : COLOR) |
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195 | { |
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196 | float3 in_LightDir = float3(0.3, 0.3, 0.7); |
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197 | |
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198 | /* Material properties */ |
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199 | float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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200 | float specular_power = 60.0; |
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201 | |
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202 | /* World properties */ |
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203 | float ambient_mul = 0.5; |
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204 | float3 ambient_color = float3(0.25, 0.2, 0.35); |
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205 | float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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206 | float3 specular_color = float3(1.0, 1.0, 0.6); |
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207 | |
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208 | float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ |
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209 | float3 v = normalize(-pass_Vertex.xyz); |
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210 | float3 r = reflect(-s, pass_TNormal); |
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211 | |
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212 | float3 ambient = ambient_color; |
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213 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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214 | float3 diffuse = diffuse_color * sdotn; |
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215 | float3 specular = float3(0.0, 0.0, 0.0); |
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216 | if (sdotn > 0.0) |
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217 | specular = specular_color * specular_reflect |
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218 | * pow(max(dot(r, v), 0.0), specular_power); |
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219 | float3 light = ambient + diffuse + specular; |
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220 | |
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221 | float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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222 | + (1.0 - in_Damage) * pass_Color; |
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223 | out_FragColor = real_color * float4(light, 1.0); |
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224 | } |
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225 | |
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