home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 January
/
Gamestar_80_2006-01_dvd.iso
/
Utility
/
5-11_xp-2k_dd_ccc_wdm_enu_27345.exe
/
Data1.cab
/
_EB8FC0FB016E445AB9D17EB5ACDA2491
< prev
next >
Wrap
Text File
|
2004-01-22
|
2KB
|
76 lines
!!ARBvp1.0
# road vertex shader
PARAM WORLD_VIEW_PROJECTION[4] = { program.env[0..3] };
PARAM WORLD_VIEW[4] = { program.env[4..7] };
PARAM WORLD[4] = { program.env[8..11] };
PARAM SUN_DIRECTION = program.env[12]; #(.w = intensity)
PARAM SUN_ANGLE = program.env[14];
PARAM SUN_COLOR = program.env[15];
PARAM TERRAIN_REFLECTANCE = program.env[13];
PARAM BETA_1 = program.env[30];
PARAM BETA_2 = program.env[29];
PARAM BETA_DASH_1 = program.env[27];
PARAM BETA_DASH_2 = program.env[26];
PARAM BETA_1_PLUS_2 = program.env[24];
PARAM ONE_OVER_BETA_1_PLUS_2 = program.env[23];
PARAM HG = program.env[28]; # = 1-g^2, 1+g, 2g, 0
PARAM CONSTANTS = program.env[31]; # = 1.0, log_2 e, 0.5, 0
PARAM TERM_MULTIPLIERS = program.env[25]; # = frac_ext, frac_ins.
PARAM ZERO = program.env[20];
PARAM ONE = program.env[21];
PARAM SHADOWSHARPNESS = program.env[32];
PARAM AMBIENT = program.env[33]; # Ambient term to add to the rendering
PARAM INSCATTERINGMULTIPLIER = program.env[34]; # Term to attenuate the inscattering
PARAM BASE_TEX_PROJECTION = program.env[16];
PARAM DETAIL_TEX_PROJECTION = program.env[17];
PARAM CLOUD_TEX_PROJECTION_0 = program.env[18];
PARAM CLOUD_TEX_PROJECTION_1 = program.env[19];
PARAM EYE_POSITION = program.env[22];
PARAM SPECULAR_POWER = program.env[35];
PARAM DIFFUSE_COLOUR = program.env[36];
PARAM SPECULAR_COLOUR = program.env[37];
PARAM CARCOLOR0 = program.env[38];
PARAM CARCOLOR1 = program.env[39];
PARAM CARCOLOR2 = program.env[40];
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTexCoord0 = vertex.texcoord[0];
ATTRIB iTexCoord1 = vertex.texcoord[1];
ATTRIB iTexCoord2 = vertex.texcoord[2];
OUTPUT oPos = result.position;
OUTPUT oD0 = result.color.primary;
OUTPUT oD1 = result.color.secondary;
OUTPUT oT0 = result.texcoord[0];
OUTPUT oT1 = result.texcoord[1];
OUTPUT oT2 = result.texcoord[2];
OUTPUT oT3 = result.texcoord[3];
TEMP r0;
# Transformation.
DP4 oPos.x, iPos, WORLD_VIEW_PROJECTION[0];
DP4 oPos.y, iPos, WORLD_VIEW_PROJECTION[1];
DP4 oPos.z, iPos, WORLD_VIEW_PROJECTION[2];
DP4 oPos.w, iPos, WORLD_VIEW_PROJECTION[3];
# Texture Coordinates.
# Cloud texture
MAD oT0.xy, iPos.xzzz, CLOUD_TEX_PROJECTION_0.xyyy, CLOUD_TEX_PROJECTION_0.zwww;
# Use the angle of the sun and the distance from the eye to
# modulate the texture colour
SUB r0, ONE.xyzw, iNormal.x;
MUL oD0, r0, SUN_ANGLE.x;
END