98 |
dot(foo[2].xyz, norm))); |
dot(foo[2].xyz, norm))); |
99 |
|
|
100 |
float3 lightvec = normalize(float3(-1, -1, -1)); |
float3 lightvec = normalize(float3(-1, -1, -1)); |
101 |
float3 diffusemat = float3(.2, .1, 1); |
float3 lightcolor = float3(1, .5, 1); |
102 |
float3 specularmat = float3(1, 1, 1); |
float3 specularcolor = float3(1, 1, 1); |
103 |
|
|
104 |
float3 lightvec2 = normalize(float3(.5, .5, -1)); |
float3 lightvec2 = normalize(float3(.5, .5, -1)); |
105 |
float3 diffusemat2 = float3(.1, .5, .5); |
float3 light2color = float3(.5, 1, .5); |
106 |
|
|
107 |
float3 eyevec = float3(0,0,-1); |
float3 eyevec = float3(0,0,-1); |
108 |
|
|
112 |
float specular = dot(normvec, halfvec); |
float specular = dot(normvec, halfvec); |
113 |
float4 lighting = lit(diffuse, specular, 10); |
float4 lighting = lit(diffuse, specular, 10); |
114 |
|
|
115 |
|
float t = (1 - tex0.z); |
116 |
ocol.rgb = lighting.y * diffusemat + lighting.z * specularmat |
float3 defaultcolor = float3(.2, .2, 1); |
117 |
+ max(diffuse2, 0) * diffusemat2 |
float3 color = lerp(defaultcolor, col, t * t); |
118 |
;//+ max(-normvec.z, 0) * col; |
|
119 |
|
ocol.rgb = lighting.y * color * lightcolor |
120 |
|
+ lighting.z * specularcolor |
121 |
|
+ max(diffuse2, 0) * color * light2color |
122 |
|
//+ max(-normvec.z, 0) * col; |
123 |
|
; |
124 |
// Fog |
// Fog |
125 |
// float t = 8*mul(glstate.matrix.mvp, pos).z; |
// float t = 8*mul(glstate.matrix.mvp, pos).z; |
126 |
// ocol.rgb = ocol.rgb * (1 - t) + float3(1,.5,.2) * t; |
// ocol.rgb = ocol.rgb * (1 - t) + float3(1,.5,.2) * t; |
360 |
""")) |
""")) |
361 |
|
|
362 |
if self.blend3d: |
if self.blend3d: |
363 |
|
vs.put(getDListNocoords("Color .2 .2 1")) |
364 |
pc(conns3dblend, [thick, angle]) |
pc(conns3dblend, [thick, angle]) |
365 |
|
|
366 |
if self.drawInside: |
if self.drawInside: |
367 |
|
vs.put(getDListNocoords("Color .2 .2 1")) |
368 |
pc(conns3d, [thick, angle]) |
pc(conns3d, [thick, angle]) |
369 |
|
|
370 |
vs.put(getDListNocoords(""" |
vs.put(getDListNocoords(""" |