[2370] | 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 | uniform mat4 in_Inv_View; |
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| 40 | |
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| 41 | uniform vec4 u_Lights[8 * 2]; |
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| 42 | |
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| 43 | varying vec4 pass_Vertex; /* View space */ |
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| 44 | varying vec3 pass_TNormal; |
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| 45 | varying vec4 pass_Color; |
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| 46 | |
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| 47 | #if 0 |
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| 48 | //Cube Light |
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| 49 | vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); |
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| 50 | vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); |
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| 51 | vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); |
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| 52 | vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); |
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| 53 | #endif |
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| 54 | |
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| 55 | void main(void) |
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| 56 | { |
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| 57 | /* Material properties */ |
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| 58 | vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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| 59 | float specular_power = 60.0; |
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| 60 | |
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| 61 | /* World properties */ |
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| 62 | vec3 ambient = vec3(0.1, 0.1, 0.1); |
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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 | |
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| 66 | /* Light precalculations */ |
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| 67 | vec3 v = normalize(-pass_Vertex.xyz); |
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| 68 | |
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| 69 | /* Apply lighting */ |
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| 70 | for (int i = 0; i < 8; i++) |
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| 71 | { |
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| 72 | vec4 pos = u_Lights[i * 2]; |
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| 73 | vec4 color = u_Lights[i * 2 + 1]; |
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| 74 | vec3 s, r; |
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| 75 | |
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| 76 | if (pos.w > 0.0) |
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| 77 | { |
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| 78 | /* Point light -- no attenuation yet */ |
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| 79 | s = normalize((in_View * pos).xyz - pass_Vertex.xyz); |
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| 80 | r = reflect(-s, pass_TNormal); |
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| 81 | } |
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| 82 | else |
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| 83 | { |
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| 84 | /* Directional light */ |
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| 85 | s = normalize(-pos.xyz); |
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| 86 | r = reflect(s, pass_TNormal); |
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| 87 | } |
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| 88 | |
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| 89 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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| 90 | diffuse += color.xyz * sdotn; |
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| 91 | if (sdotn > 0.0) |
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| 92 | specular += color.xyz * specular_reflect |
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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 | #if 0 |
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| 97 | //Light calculation for cube light |
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| 98 | vec3 specular_color = vec3(1.0, 1.0, 0.6); |
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| 99 | vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; |
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| 100 | vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); |
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| 101 | vec3 new_LightDir = Local_Vertex - Proj_Vertex; |
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| 102 | |
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| 103 | vec3 light_radius = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(new_LightDir / in_Light3_Size_Outer)); |
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| 104 | float light_radius_mod = min(light_radius.x, min(light_radius.y, light_radius.z)); |
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| 105 | |
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| 106 | if (length(new_LightDir) == 0.0) |
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| 107 | sdotn = 1.0; |
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| 108 | else |
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| 109 | { |
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| 110 | new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); |
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| 111 | sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); |
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| 112 | r = reflect(-new_LightDir, pass_TNormal); |
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| 113 | if (sdotn > 0.0 && light_radius_mod > 0.0) |
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| 114 | specular += specular_color * min(specular_reflect, light_radius_mod) |
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| 115 | * pow(max(dot(r, v), 0.0), specular_power); |
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| 116 | } |
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| 117 | diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); |
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| 118 | //---------- |
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| 119 | #endif |
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| 120 | |
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| 121 | vec3 light = ambient + diffuse + specular; |
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| 122 | |
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| 123 | vec4 real_color = mix(pass_Color, vec4(1.2, 1.2, 1.2, 1.0), in_Damage); |
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| 124 | gl_FragColor = real_color * vec4(light, 1.0); |
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| 125 | } |
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| 126 | |
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| 127 | [vert.hlsl] |
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| 128 | |
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| 129 | void main(float3 in_Vertex : POSITION, |
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| 130 | float3 in_Normal : NORMAL, |
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| 131 | float4 in_Color : COLOR, |
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| 132 | uniform float4x4 in_ModelView, |
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| 133 | uniform float4x4 in_Model, |
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| 134 | uniform float4x4 in_Proj, |
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| 135 | uniform float3x3 in_NormalMat, |
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| 136 | out float4 pass_Vertex : TEXCOORD0, |
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| 137 | out float3 pass_TNormal : TEXCOORD1, |
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| 138 | out float4 pass_Color : COLOR, |
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| 139 | out float4 out_Position : POSITION) |
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| 140 | { |
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| 141 | float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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| 142 | float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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| 143 | |
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| 144 | pass_Vertex = eye; |
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| 145 | pass_TNormal = tnorm; |
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| 146 | #ifdef _XBOX |
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| 147 | pass_Color = in_Color.abgr; |
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| 148 | #else |
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| 149 | pass_Color = in_Color; |
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| 150 | #endif |
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| 151 | |
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| 152 | out_Position = mul(in_Proj, eye); |
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| 153 | } |
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| 154 | |
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| 155 | [frag.hlsl] |
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| 156 | |
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| 157 | void main(float4 pass_Vertex : TEXCOORD0, |
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| 158 | float3 pass_TNormal : TEXCOORD1, |
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| 159 | float4 pass_Color : COLOR, |
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| 160 | uniform float in_Damage, |
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| 161 | out float4 out_FragColor : COLOR) |
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| 162 | { |
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| 163 | float3 in_LightDir = float3(0.3, 0.3, 0.7); |
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| 164 | |
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| 165 | /* Material properties */ |
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| 166 | float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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| 167 | float specular_power = 60.0; |
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| 168 | |
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| 169 | /* World properties */ |
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| 170 | float ambient_mul = 0.5; |
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| 171 | float3 ambient_color = float3(0.25, 0.2, 0.35); |
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| 172 | float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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| 173 | float3 specular_color = float3(1.0, 1.0, 0.6); |
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| 174 | |
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| 175 | float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ |
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| 176 | float3 v = normalize(-pass_Vertex.xyz); |
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| 177 | float3 r = reflect(-s, pass_TNormal); |
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| 178 | |
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| 179 | float3 ambient = ambient_color; |
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| 180 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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| 181 | float3 diffuse = diffuse_color * sdotn; |
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| 182 | float3 specular = float3(0.0, 0.0, 0.0); |
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| 183 | if (sdotn > 0.0) |
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| 184 | specular = specular_color * specular_reflect |
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| 185 | * pow(max(dot(r, v), 0.0), specular_power); |
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| 186 | float3 light = ambient + diffuse + specular; |
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| 187 | |
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| 188 | float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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| 189 | + (1.0 - in_Damage) * pass_Color; |
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| 190 | out_FragColor = real_color * float4(light, 1.0); |
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| 191 | } |
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| 192 | |
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