Microsoft DirectX 8.0 (C++) |
The following shader builds on the Transformation and Constant Shading vertex shader example by adding a directional light source.
; The directional light source. dp3 r1.x, v1, c[8] ; N dot L max r1, r1.x, c[0000] ; clamp greater than 0 ; diffuse = dot*diffuse + ambient mad oD0, r1.x, c[5], c[6]