home *** CD-ROM | disk | FTP | other *** search
ARB Vertex shader | 2003-04-25 | 2.3 KB | 80 lines |
- !!ARBvp1.0
-
- # Compute the surface space light vectors for diffuse bump mapping
- # as well as a fog factor for an atmospheric haze effect.
-
- ATTRIB iPos = vertex.position;
- ATTRIB iNormal = vertex.normal;
- ATTRIB iTangent = vertex.attrib[6];
- ATTRIB iTex0 = vertex.texcoord[0];
- ATTRIB iTex1 = vertex.texcoord[1];
- PARAM mvp[4] = { state.matrix.mvp };
- PARAM eyePos = program.env[1];
- PARAM lightDir = program.env[0];
- PARAM haze = program.env[6];
- PARAM half = 0.5;
- PARAM zero = 0;
- PARAM one = 1;
- OUTPUT oPos = result.position;
- OUTPUT oColor = result.color;
- OUTPUT oTex0 = result.texcoord[0];
- OUTPUT oTex1 = result.texcoord[1];
- OUTPUT oFog = result.fogcoord;
-
- TEMP binormal;
- TEMP t;
- TEMP light_surf;
- TEMP diffuseFactor;
- TEMP eyeVec;
-
- # Transform the vertex by the modelview matrix
- DP4 oPos.x, mvp[0], iPos;
- DP4 oPos.y, mvp[1], iPos;
- DP4 oPos.z, mvp[2], iPos;
- DP4 oPos.w, mvp[3], iPos;
-
- # Compute the diffuse light component
- DP3 diffuseFactor, iNormal, lightDir;
- # Clamp the diffuse component to zero
- MAX diffuseFactor, diffuseFactor, zero;
-
- # Get the vector from the eye to the vertex
- SUB eyeVec, eyePos, iPos;
-
- # Normalize it
- DP3 eyeVec.w, eyeVec, eyeVec;
- RSQ eyeVec.w, eyeVec.w;
- MUL eyeVec, eyeVec, eyeVec.w;
-
- # Output the fog factor
- DP3 diffuseFactor.y, iNormal, eyeVec;
- SUB diffuseFactor.y, one, diffuseFactor.y;
- MUL oFog.x, diffuseFactor.x, diffuseFactor.y;
-
- # Haze is complete; now do the bump mapping setup
-
- # Compute the binormal--cross product of normal and tangent
- MOV t, iTangent;
- MUL binormal, iNormal.zxyw, t.yzxw;
- MAD binormal, iNormal.yzxw, t.zxyw, -binormal;
-
- # Normalization should not be necessary
- #DP3 binormal.w, binormal, binormal;
- #RSQ binormal.w, binormal.w;
- #MUL binormal.xyz, binormal, binormal.w;
-
- # Transform the light direction from object space into surface space
- DP3 light_surf.x, iTangent, lightDir;
- DP3 light_surf.y, -binormal, lightDir;
- DP3 light_surf.z, iNormal, lightDir;
-
- # Compress the light direction to fit in the primary color and output it
- MAD oColor, light_surf, half, half;
-
- # Output the texture
- MOV oTex0, iTex0;
- MOV oTex1, iTex1;
-
- END
-
-