source: trunk/src/easymesh/shinydebuglighting.lolfx @ 2370

Last change on this file since 2370 was 2370, checked in by touky, 7 years ago

render : Added DebugRenderMode & corresponding shaders. naive (VERY) implementation in MeshViewer.

File size: 4.1 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 = vec4(1.0, 1.0, 1.0, in_Color.w);//;
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;
39uniform mat4 in_Inv_View;
40
41uniform vec4 u_Lights[8 * 2];
42
43varying vec4 pass_Vertex; /* View space */
44varying vec3 pass_TNormal;
45varying vec4 pass_Color;
46
47void main(void)
48{
49    /* Material properties */
50    vec3 specular_reflect = vec3(0.8, 0.75, 0.4);
51    float specular_power = 60.0;
52
53    /* World properties */
54    vec3 ambient = vec3(0.1, 0.1, 0.1);
55    vec3 specular = vec3(0.0, 0.0, 0.0);
56    vec3 diffuse = vec3(0.0, 0.0, 0.0);
57
58    /* Light precalculations */
59    vec3 v = normalize(-pass_Vertex.xyz);
60
61    /* Apply lighting */
62    for (int i = 0; i < 8; i++)
63    {
64        vec4 pos = u_Lights[i * 2];
65        vec4 color = u_Lights[i * 2 + 1];
66        vec3 s, r;
67
68        if (pos.w > 0.0)
69        {
70            /* Point light -- no attenuation yet */
71            s = normalize((in_View * pos).xyz - pass_Vertex.xyz);
72            r = reflect(-s, pass_TNormal);
73        }
74        else
75        {
76            /* Directional light */
77            s = normalize(-pos.xyz);
78            r = reflect(s, pass_TNormal);
79        }
80
81        float sdotn = max(dot(s, pass_TNormal), 0.0);
82        diffuse += color.xyz * sdotn;
83        if (sdotn > 0.0)
84            specular += color.xyz * specular_reflect
85                         * pow(max(dot(r, v), 0.0), specular_power);
86    }
87
88    vec3 light = ambient + diffuse + specular;
89
90    //vec4 real_color = mix(pass_Color, vec4(1.0, 1.0, 1.0, 1.0), 1.0);
91    gl_FragColor = pass_Color * vec4(light, 1.0);
92}
93
94[vert.hlsl]
95
96void main(float3 in_Vertex : POSITION,
97          float3 in_Normal : NORMAL,
98          float4 in_Color : COLOR,
99          uniform float4x4 in_ModelView,
100          uniform float4x4 in_Model,
101          uniform float4x4 in_Proj,
102          uniform float3x3 in_NormalMat,
103          out float4 pass_Vertex : TEXCOORD0,
104          out float3 pass_TNormal : TEXCOORD1,
105          out float4 pass_Color : COLOR,
106          out float4 out_Position : POSITION)
107{
108    float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
109    float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
110
111    pass_Vertex = eye;
112    pass_TNormal = tnorm;
113#ifdef _XBOX
114    pass_Color = in_Color.abgr;
115#else
116    pass_Color = in_Color;
117#endif
118
119    out_Position = mul(in_Proj, eye);
120}
121
122[frag.hlsl]
123
124void main(float4 pass_Vertex : TEXCOORD0,
125          float3 pass_TNormal : TEXCOORD1,
126          float4 pass_Color : COLOR,
127          uniform float in_Damage,
128          out float4 out_FragColor : COLOR)
129{
130    float3 in_LightDir = float3(0.3, 0.3, 0.7);
131
132    /* Material properties */
133    float3 specular_reflect = float3(0.8, 0.75, 0.4);
134    float specular_power = 60.0;
135
136    /* World properties */
137    float ambient_mul = 0.5;
138    float3 ambient_color = float3(0.25, 0.2, 0.35);
139    float3 diffuse_color = float3(1.0, 1.0, 0.6);
140    float3 specular_color = float3(1.0, 1.0, 0.6);
141
142    float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */
143    float3 v = normalize(-pass_Vertex.xyz);
144    float3 r = reflect(-s, pass_TNormal);
145
146    float3 ambient = ambient_color;
147    float sdotn = max(dot(s, pass_TNormal), 0.0);
148    float3 diffuse = diffuse_color * sdotn;
149    float3 specular = float3(0.0, 0.0, 0.0);
150    if (sdotn > 0.0)
151        specular = specular_color * specular_reflect
152                 * pow(max(dot(r, v), 0.0), specular_power);
153    float3 light = ambient + diffuse + specular;
154
155    float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0)
156                      + (1.0 - in_Damage) * pass_Color;
157    out_FragColor = real_color * float4(light, 1.0);
158}
159
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