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ARB Vertex shader | 2004-03-23 | 1.9 KB | 69 lines |
- !!ARBvp1.0
-
- # Set up for phong shading fragment program.
-
- ATTRIB iPos = vertex.position;
- ATTRIB iNormal = vertex.normal;
- ATTRIB iTex0 = vertex.texcoord[0];
- ATTRIB iTex1 = vertex.texcoord[1];
- PARAM mvp[4] = { state.matrix.mvp };
- PARAM lightDir = program.env[0];
- PARAM eyePos = program.env[1];
- PARAM diffuse = program.env[2];
- PARAM specExp = program.env[4];
- PARAM specular = program.env[3];
- PARAM ambient = program.env[5];
- PARAM zero = 0;
- PARAM one = 1;
- OUTPUT oPos = result.position;
- OUTPUT oColor = result.color;
- OUTPUT oSpecColor = result.color.secondary;
- OUTPUT oTex0 = result.texcoord[0];
- OUTPUT oTex1 = result.texcoord[1];
- OUTPUT oNormal = result.texcoord[2];
- OUTPUT oHalfAngle = result.texcoord[3];
- OUTPUT oFog = result.fogcoord;
-
- TEMP diffuseFactor;
- TEMP eyeVec;
- TEMP halfAngle;
- TEMP dotProds;
-
- # 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;
-
- # Haze
- DP3 diffuseFactor.y, iNormal, eyeVec;
- SUB diffuseFactor.y, one, diffuseFactor.y;
- MUL oFog.x, diffuseFactor.x, diffuseFactor.y;
-
- # Compute the half angle vector for specular lighting
- ADD halfAngle, eyeVec, lightDir;
- DP3 halfAngle.w, halfAngle, halfAngle;
- RSQ halfAngle.w, halfAngle.w;
- MUL halfAngle, halfAngle, halfAngle.w;
-
- # Output the texture
- MOV oTex0, iTex0;
- MOV oTex1, iTex1;
- MOV oNormal, iNormal;
- MOV oHalfAngle, halfAngle;
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- END
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