[1386] | 1 | |
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| 2 | -- GLSL.Vert -- |
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[1687] | 3 | #if defined GL_ES |
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| 4 | #version 100 |
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| 5 | #else |
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[1492] | 6 | #version 120 |
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[1687] | 7 | #endif |
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[1386] | 8 | |
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| 9 | attribute vec3 in_Vertex; |
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| 10 | attribute vec3 in_Normal; |
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| 11 | attribute vec4 in_Color; |
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[1589] | 12 | |
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[1386] | 13 | uniform mat4 in_ModelView; |
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| 14 | uniform mat4 in_Proj; |
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| 15 | uniform mat3 in_NormalMat; |
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[1589] | 16 | uniform vec3 in_LightDir = vec3(0.3, 0.3, 0.7); |
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[1386] | 17 | uniform float in_Damage; |
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[1589] | 18 | |
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[1386] | 19 | varying vec4 pass_Color; |
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| 20 | |
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| 21 | void main(void) |
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| 22 | { |
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| 23 | /* Material properties */ |
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| 24 | vec3 specular_reflect = vec3(0.8, 0.75, 0.4); |
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[1441] | 25 | float specular_power = 60.0; |
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[1386] | 26 | |
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| 27 | /* World properties */ |
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[1441] | 28 | float ambient_mul = 0.5; |
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[1386] | 29 | vec3 ambient_color = vec3(0.25, 0.2, 0.35); |
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| 30 | vec3 diffuse_color = vec3(1.0, 1.0, 0.6); |
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| 31 | vec3 specular_color = vec3(1.0, 1.0, 0.6); |
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| 32 | |
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| 33 | vec3 tnorm = normalize(in_NormalMat * in_Normal); |
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| 34 | vec4 eye = in_ModelView * vec4(in_Vertex, 1.0); |
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| 35 | |
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[1589] | 36 | vec3 s = in_LightDir; /* normalize(eye - lightpos); */ |
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[1386] | 37 | vec3 v = normalize(-eye.xyz); |
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| 38 | vec3 r = reflect(-s, tnorm); |
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| 39 | |
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| 40 | vec3 ambient = ambient_color; |
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| 41 | float sdotn = max(dot(s, tnorm), 0.0); |
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| 42 | vec3 diffuse = diffuse_color * sdotn; |
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| 43 | vec3 specular = vec3(0.0, 0.0, 0.0); |
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| 44 | if (sdotn > 0.0) |
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| 45 | specular = specular_color * specular_reflect |
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| 46 | * pow(max(dot(r, v), 0.0), specular_power); |
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| 47 | vec3 light = ambient + diffuse + specular; |
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| 48 | |
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[1392] | 49 | vec4 real_color = in_Damage * vec4(1.2, 1.2, 1.2, 1.0) |
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[1386] | 50 | + (1.0 - in_Damage) * in_Color; |
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| 51 | pass_Color = real_color * vec4(light, 1.0); |
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| 52 | gl_Position = in_Proj * eye; |
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| 53 | } |
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| 54 | |
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| 55 | -- GLSL.Frag -- |
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[1687] | 56 | #if defined GL_ES |
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| 57 | #version 100 |
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| 58 | #else |
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[1492] | 59 | #version 120 |
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[1687] | 60 | #endif |
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[1386] | 61 | |
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[1687] | 62 | #if defined GL_ES |
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| 63 | precision highp float; |
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| 64 | #endif |
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[1386] | 65 | varying vec4 pass_Color; |
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| 66 | |
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| 67 | void main(void) { |
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| 68 | gl_FragColor = pass_Color; |
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| 69 | } |
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| 70 | |
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| 71 | -- HLSL.Vert -- |
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| 72 | |
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| 73 | void main(float3 in_Vertex : POSITION, |
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| 74 | float3 in_Normal : NORMAL, |
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| 75 | float4 in_Color : COLOR, |
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| 76 | uniform float4x4 in_ModelView, |
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| 77 | uniform float4x4 in_Proj, |
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| 78 | uniform float3x3 in_NormalMat, |
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| 79 | uniform float in_Damage, |
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| 80 | out float4 out_Position : POSITION, |
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| 81 | out float4 pass_Color : COLOR) |
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| 82 | { |
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[1615] | 83 | float3 in_LightDir = normalize(float3(0.3, 0.3, 0.7)); |
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| 84 | |
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[1386] | 85 | float3 specular_reflect = float3(0.8, 0.75, 0.4); |
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[1441] | 86 | float specular_power = 60.0; |
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| 87 | float ambient_mul = 0.5; |
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[1386] | 88 | float3 ambient_color = float3(0.25, 0.2, 0.35); |
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| 89 | float3 diffuse_color = float3(1.0, 1.0, 0.6); |
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| 90 | float3 specular_color = float3(1.0, 1.0, 0.6); |
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| 91 | float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); |
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| 92 | float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); |
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[1589] | 93 | float3 s = in_LightDir; |
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[1386] | 94 | float3 v = normalize(-eye.xyz); |
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| 95 | float3 r = reflect(-s, tnorm); |
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| 96 | float3 ambient = ambient_color; |
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| 97 | float sdotn = max(dot(s, tnorm), 0.0); |
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| 98 | float3 diffuse = diffuse_color * sdotn; |
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| 99 | float3 specular = float3(0.0, 0.0, 0.0); |
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| 100 | if (sdotn > 0.0) |
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| 101 | specular = specular_color * specular_reflect |
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| 102 | * pow(max(dot(r, v), 0.0), specular_power); |
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| 103 | float3 light = ambient + diffuse + specular; |
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[1389] | 104 | #ifdef _XBOX |
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| 105 | float4 real_color = in_Color.abgr; |
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| 106 | #else |
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| 107 | float4 real_color = in_Color; |
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| 108 | #endif |
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[1390] | 109 | real_color = in_Damage * float4(1.2, 1.2, 1.2, 1.0) |
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[1389] | 110 | + (1.0 - in_Damage) * real_color; |
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[1386] | 111 | pass_Color = real_color * float4(light, 1.0); |
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| 112 | out_Position = mul(in_Proj, eye); |
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| 113 | } |
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| 114 | |
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| 115 | -- HLSL.Frag -- |
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| 116 | |
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| 117 | void main(float4 pass_Color : COLOR, |
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| 118 | out float4 out_FragColor : COLOR) |
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| 119 | { |
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| 120 | out_FragColor = pass_Color; |
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| 121 | } |
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| 122 | |
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