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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