mobile vehicle rendering

This commit is contained in:
aap
2021-01-12 13:41:22 +01:00
parent 8888ee3974
commit 9b2037419f
18 changed files with 789 additions and 37 deletions

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@@ -5,7 +5,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
im2d_UV2_gl.inc screenDroplet_fs_gl.inc \
leedsBuilding_vs_gl.inc leedsBuilding_mobile_vs_gl.inc scale_fs_gl.inc \
leedsVehicle_vs_gl.inc leedsVehicle_add_gl.inc leedsVehicle_blend_gl.inc
leedsVehicle_vs_gl.inc leedsVehicle_add_gl.inc leedsVehicle_blend_gl.inc \
leedsVehicle_mobile_vs_gl.inc leedsVehicle_mobile_fs_gl.inc
im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
@@ -108,3 +109,13 @@ leedsVehicle_blend_gl.inc: leedsVehicle_blend.frag
(echo 'const char *leedsVehicle_blend_frag_src =';\
sed 's/..*/"&\\n"/' leedsVehicle_blend.frag;\
echo ';') >leedsVehicle_blend_gl.inc
leedsVehicle_mobile_vs_gl.inc: leedsVehicle_mobile.vert
(echo 'const char *leedsVehicle_mobile_vert_src =';\
sed 's/..*/"&\\n"/' leedsVehicle_mobile.vert;\
echo ';') >leedsVehicle_mobile_vs_gl.inc
leedsVehicle_mobile_fs_gl.inc: leedsVehicle_mobile.frag
(echo 'const char *leedsVehicle_mobile_frag_src =';\
sed 's/..*/"&\\n"/' leedsVehicle_mobile.frag;\
echo ';') >leedsVehicle_mobile_fs_gl.inc

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@@ -0,0 +1,76 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_fxparams;
uniform vec3 u_skyTop;
uniform vec3 u_skyBot;
#define shininess (u_fxparams)
// matfx:
// case 1 normal envmap
// custom1 (4.0, 1.0, 1.0, coef)
// custom2 (0.25, 3.0, 1.0, 1.0)
// case 2 too strong
// custom1 (4.0, 1.0, 2.0, coef)
// custom2 (0.5, 3.0, 1.0, 1.0)
// ???: practically no fresnel
// custom1 (4.0, 1.25, 0.01, coef)
// custom2 (1.0, 2.0, 1.1, 2.0)
#define power (4.0)
#define preMult (1.0)
#define postMult (1.0)
#define minRefl (0.25)
#define maxRefl (3.0)
#define minOpacity (1.0)
#define maxOpacity (1.0)
//#define preMult (1.0)
//#define postMult (2.0)
//#define minRefl (0.5)
//#define maxRefl (3.0)
//#define minOpacity (1.0)
//#define maxOpacity (1.0)
//#define preMult (1.25)
//#define postMult (0.01)
//#define minRefl (1.0)
//#define maxRefl (2.0)
//#define minOpacity (1.1)
//#define maxOpacity (2.0)
FSIN vec4 v_color;
FSIN vec2 v_tex0;
FSIN vec2 v_tex1;
FSIN float v_fog;
FSIN vec2 v_reflData;
#define v_NdotV (v_reflData.x)
#define v_lightingCont (v_reflData.y)
void
main(void)
{
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped
vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);
vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);
float fresnel = mix(shininess, shininess * 2.0, v_NdotV);
fresnel = pow(v_NdotV * preMult, power);
fresnel = clamp(fresnel * postMult, 0.0, 1.0);
float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;
float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;
vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);
color.a = opacity;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
FRAGCOLOR(color);
}

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@@ -0,0 +1,42 @@
uniform vec4 u_amb;
uniform vec4 u_emiss;
VSIN(ATTRIB_POS) vec3 in_pos;
VSOUT vec4 v_color;
VSOUT vec2 v_tex0;
VSOUT vec2 v_tex1;
VSOUT float v_fog;
VSOUT vec2 v_reflData;
#define v_NdotV (v_reflData.x)
#define v_lightingCont (v_reflData.y)
void
main(void)
{
vec4 Vertex = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * Vertex;
vec3 Normal = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
vec3 ViewNormal = mat3(u_view) * Normal;
v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5;
v_color = in_color;
vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);
// v_color.rgb += u_ambLight.rgb*surfAmbient;
v_color.rgb += combinedAmbient.rgb*surfAmbient;
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);
// v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
// for fresnel
vec3 camPos = -u_view[3].xyz * mat3(u_view);
vec3 viewVec = normalize(Vertex.xyz - camPos);
v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz);
v_fog = DoFog(gl_Position.w);
}

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@@ -0,0 +1,54 @@
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float2 ReflData : TEXCOORD2;
float4 Color : COLOR0;
};
#define NdotV (input.ReflData.x)
#define lightingCont (input.ReflData.y)
sampler2D diffTex : register(s0);
sampler2D envTex : register(s1);
float4 fogColor : register(c0);
float4 fxparams : register(c1);
float3 skyTop : register(c2);
float3 skyBot : register(c3);
#define shininess (fxparams.x)
#define power (4.0)
#define preMult (1.0)
#define postMult (1.0)
#define minRefl (0.25)
#define maxRefl (3.0)
#define minOpacity (1.0)
#define maxOpacity (1.0)
float4 main(VS_out input) : COLOR
{
float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy);
float3 envtex = tex2D(envTex, float2(input.TexCoord1.x, 1.0-input.TexCoord1.y)).rgb; // V flipped
float3 skyColour = lerp(skyBot, skyTop, envtex.g);
float3 envOut = lerp(envtex.rrr, skyColour, envtex.b);
float fresnel = lerp(shininess, shininess * 2.0, NdotV);
fresnel = pow(NdotV * preMult, power);
fresnel = clamp(fresnel * postMult, 0.0, 1.0);
float reflectivity = lightingCont * lerp(minRefl, maxRefl, fresnel)*shininess;
float opacity = lerp(minOpacity, maxOpacity, fresnel)*pass1.a;
float4 color = pass1 + float4(reflectivity * envOut, 0.0);
//float4 color = float4(reflectivity, reflectivity, reflectivity, reflectivity);
color.a = opacity;
color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
return color;
}

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@@ -0,0 +1,63 @@
static unsigned char leedsVehicle_mobile_PS_cso[] = {
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x51, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0x0e, 0x01, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
0x06, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x07, 0x01, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x02, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xac, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
0xb4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xd0, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
0x01, 0x00, 0x06, 0x00, 0xd0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xe9, 0x00, 0x00, 0x00, 0x02, 0x00, 0x03, 0x00, 0x01, 0x00, 0x0e, 0x00,
0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x02, 0x00, 0x02, 0x00, 0x01, 0x00, 0x0a, 0x00, 0xf0, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x64, 0x69, 0x66, 0x66, 0x54, 0x65, 0x78, 0x00,
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0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02,
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0x00, 0x00, 0x00, 0x90, 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03,
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0xa0,
0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x81,
0x02, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x03, 0x80,
0x01, 0x00, 0xe4, 0xb0, 0x04, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0xd2, 0xa0,
0x42, 0x00, 0x00, 0x03, 0x02, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80,
0x01, 0x08, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80,
0x02, 0x00, 0x55, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x03, 0x00, 0xe4, 0xa0,
0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x02, 0x00, 0xaa, 0x80,
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
0x03, 0x00, 0x08, 0x80, 0x02, 0x00, 0x00, 0xb0, 0x02, 0x00, 0x00, 0xb0,
0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x18, 0x80, 0x03, 0x00, 0xff, 0x80,
0x03, 0x00, 0xff, 0x80, 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x08, 0x80,
0x03, 0x00, 0xff, 0x80, 0x05, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x55, 0xa0,
0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x80,
0x02, 0x00, 0x55, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80,
0x03, 0x00, 0xff, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03,
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90,
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xff, 0x80,
0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x01, 0x00, 0xe4, 0x80,
0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
};

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@@ -0,0 +1,60 @@
#include "standardConstants.h"
float4 emissive : register(c41);
float4 ambient : register(c42);
float4x4 viewMat : register(c43);
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
};
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0; // also fog
float2 TexCoord1 : TEXCOORD1;
float2 ReflData : TEXCOORD2;
float4 Color : COLOR0;
};
#define NdotV (output.ReflData.x)
#define lightingCont (output.ReflData.y)
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 V = mul(worldMat, input.Position).xyz;
float3 N = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
float4 ViewNormal = mul(viewMat, float4(N, 0.0));
output.TexCoord1 = (ViewNormal.xy + float2(1.0, 1.0))*0.5;
output.Color = input.Prelight;
float4 combinedAmbient = lerp(emissive, ambient, N.z);
// output.Color.rgb += ambientLight.rgb * surfAmbient;
output.Color.rgb += combinedAmbient.rgb * surfAmbient;
int i;
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0);
// PS2 clamps before material color
// output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
// for fresnel
float3 camPos = mul(-viewMat._m03_m13_m23, (float3x3)(viewMat));
float3 viewVec = normalize(V.xyz - camPos);
NdotV = 1.0 - dot(-N.xyz, viewVec.xyz);
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}

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@@ -0,0 +1,132 @@
static unsigned char leedsVehicle_mobile_VS_cso[] = {
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x99, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0x2e, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
0x0c, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x27, 0x02, 0x00, 0x00, 0x0c, 0x01, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
0x01, 0x00, 0xaa, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x24, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x01, 0x00, 0x00,
0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x14, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
0x01, 0x00, 0x42, 0x00, 0x54, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x64, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6c, 0x01, 0x00, 0x00,
0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0xb8, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc8, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
0x01, 0x00, 0x32, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xcf, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
0xdc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xec, 0x01, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xfc, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0c, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00,
0x01, 0x00, 0x36, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x16, 0x02, 0x00, 0x00, 0x02, 0x00, 0x2b, 0x00, 0x04, 0x00, 0xae, 0x00,
0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x02, 0x00, 0x00,
0x02, 0x00, 0x04, 0x00, 0x04, 0x00, 0x12, 0x00, 0x30, 0x01, 0x00, 0x00,
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};

View File

@@ -0,0 +1,78 @@
const char *leedsVehicle_mobile_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"uniform float u_fxparams;\n"
"uniform vec3 u_skyTop;\n"
"uniform vec3 u_skyBot;\n"
"#define shininess (u_fxparams)\n"
"// matfx:\n"
"// case 1 normal envmap\n"
"// custom1 (4.0, 1.0, 1.0, coef)\n"
"// custom2 (0.25, 3.0, 1.0, 1.0)\n"
"// case 2 too strong\n"
"// custom1 (4.0, 1.0, 2.0, coef)\n"
"// custom2 (0.5, 3.0, 1.0, 1.0)\n"
"// ???: practically no fresnel\n"
"// custom1 (4.0, 1.25, 0.01, coef)\n"
"// custom2 (1.0, 2.0, 1.1, 2.0)\n"
"#define power (4.0)\n"
"#define preMult (1.0)\n"
"#define postMult (1.0)\n"
"#define minRefl (0.25)\n"
"#define maxRefl (3.0)\n"
"#define minOpacity (1.0)\n"
"#define maxOpacity (1.0)\n"
"//#define preMult (1.0)\n"
"//#define postMult (2.0)\n"
"//#define minRefl (0.5)\n"
"//#define maxRefl (3.0)\n"
"//#define minOpacity (1.0)\n"
"//#define maxOpacity (1.0)\n"
"//#define preMult (1.25)\n"
"//#define postMult (0.01)\n"
"//#define minRefl (1.0)\n"
"//#define maxRefl (2.0)\n"
"//#define minOpacity (1.1)\n"
"//#define maxOpacity (2.0)\n"
"FSIN vec4 v_color;\n"
"FSIN vec2 v_tex0;\n"
"FSIN vec2 v_tex1;\n"
"FSIN float v_fog;\n"
"FSIN vec2 v_reflData;\n"
"#define v_NdotV (v_reflData.x)\n"
"#define v_lightingCont (v_reflData.y)\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped\n"
" vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);\n"
" vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);\n"
" float fresnel = mix(shininess, shininess * 2.0, v_NdotV);\n"
" fresnel = pow(v_NdotV * preMult, power);\n"
" fresnel = clamp(fresnel * postMult, 0.0, 1.0);\n"
" float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;\n"
" float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;\n"
" vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);\n"
" color.a = opacity;\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
" FRAGCOLOR(color);\n"
"}\n"
;

View File

@@ -0,0 +1,44 @@
const char *leedsVehicle_mobile_vert_src =
"uniform vec4 u_amb;\n"
"uniform vec4 u_emiss;\n"
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
"VSOUT vec4 v_color;\n"
"VSOUT vec2 v_tex0;\n"
"VSOUT vec2 v_tex1;\n"
"VSOUT float v_fog;\n"
"VSOUT vec2 v_reflData;\n"
"#define v_NdotV (v_reflData.x)\n"
"#define v_lightingCont (v_reflData.y)\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
" gl_Position = u_proj * u_view * Vertex;\n"
" vec3 Normal = mat3(u_world) * in_normal;\n"
" v_tex0 = in_tex0;\n"
" vec3 ViewNormal = mat3(u_view) * Normal;\n"
" v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5;\n"
" v_color = in_color;\n"
" vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);\n"
"// v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
" v_color.rgb += combinedAmbient.rgb*surfAmbient;\n"
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
" v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);\n"
"// v_color = clamp(v_color, 0.0, 1.0);\n"
" v_color *= u_matColor;\n"
" // for fresnel\n"
" vec3 camPos = -u_view[3].xyz * mat3(u_view);\n"
" vec3 viewVec = normalize(Vertex.xyz - camPos);\n"
" v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz);\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;