[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 | void main(void) |
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| 48 | { |
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| 49 | gl_FragColor = pass_Color * length(normalize(pass_TNormal)); |
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| 50 | } |
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| 51 | |
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| 52 | [vert.hlsl] |
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| 53 | |
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| 54 | void main(float3 in_Vertex : POSITION, |
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| 55 | float3 in_Normal : NORMAL, |
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| 56 | float4 in_Color : COLOR, |
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| 57 | uniform float4x4 in_ModelView, |
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| 58 | uniform float4x4 in_Model, |
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| 59 | uniform float4x4 in_Proj, |
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| 60 | uniform float3x3 in_NormalMat, |
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| 61 | out float4 pass_Vertex : TEXCOORD0, |
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| 62 | out float3 pass_TNormal : TEXCOORD1, |
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| 63 | out float4 pass_Color : COLOR, |
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| 64 | out float4 out_Position : POSITION) |
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| 65 | { |
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| 66 | float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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| 67 | float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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| 68 | |
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| 69 | pass_Vertex = eye; |
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| 70 | pass_TNormal = tnorm; |
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| 71 | #ifdef _XBOX |
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| 72 | pass_Color = in_Color.abgr; |
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| 73 | #else |
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| 74 | pass_Color = in_Color; |
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| 75 | #endif |
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| 76 | |
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| 77 | out_Position = mul(in_Proj, eye); |
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| 78 | } |
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| 79 | |
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| 80 | [frag.hlsl] |
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| 81 | |
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| 82 | void main(float4 pass_Vertex : TEXCOORD0, |
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| 83 | float3 pass_TNormal : TEXCOORD1, |
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| 84 | float4 pass_Color : COLOR, |
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| 85 | uniform float in_Damage, |
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| 86 | out float4 out_FragColor : COLOR) |
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| 87 | { |
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| 88 | float3 in_LightDir = float3(0.3, 0.3, 0.7); |
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| 89 | |
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| 90 | /* Material properties */ |
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| 91 | float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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| 92 | float specular_power = 60.0; |
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| 93 | |
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| 94 | /* World properties */ |
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| 95 | float ambient_mul = 0.5; |
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| 96 | float3 ambient_color = float3(0.25, 0.2, 0.35); |
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| 97 | float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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| 98 | float3 specular_color = float3(1.0, 1.0, 0.6); |
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| 99 | |
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| 100 | float3 s = normalize(in_LightDir); /* normalize(pass_Vertex - lightpos); */ |
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| 101 | float3 v = normalize(-pass_Vertex.xyz); |
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| 102 | float3 r = reflect(-s, pass_TNormal); |
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| 103 | |
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| 104 | float3 ambient = ambient_color; |
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| 105 | float sdotn = max(dot(s, pass_TNormal), 0.0); |
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| 106 | float3 diffuse = diffuse_color * sdotn; |
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| 107 | float3 specular = float3(0.0, 0.0, 0.0); |
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| 108 | if (sdotn > 0.0) |
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| 109 | specular = specular_color * specular_reflect |
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| 110 | * pow(max(dot(r, v), 0.0), specular_power); |
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| 111 | float3 light = ambient + diffuse + specular; |
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| 112 | |
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| 113 | float4 real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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| 114 | + (1.0 - in_Damage) * pass_Color; |
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| 115 | out_FragColor = real_color * float4(light, 1.0); |
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| 116 | } |
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| 117 | |
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