66 lines
1.8 KiB
Plaintext
66 lines
1.8 KiB
Plaintext
!!ARBvp1.0
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# Set up for phong shading fragment program.
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ATTRIB iPos = vertex.position;
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ATTRIB iNormal = vertex.normal;
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ATTRIB iTex0 = vertex.texcoord[0];
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PARAM mvp[4] = { state.matrix.mvp };
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PARAM lightDir = program.env[0];
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PARAM eyePos = program.env[1];
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PARAM diffuse = program.env[2];
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PARAM specExp = program.env[4];
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PARAM specular = program.env[3];
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PARAM ambient = program.env[5];
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PARAM zero = 0;
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PARAM one = 1;
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OUTPUT oPos = result.position;
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OUTPUT oColor = result.color;
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OUTPUT oSpecColor = result.color.secondary;
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OUTPUT oTex0 = result.texcoord[0];
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OUTPUT oNormal = result.texcoord[1];
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OUTPUT oHalfAngle = result.texcoord[2];
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OUTPUT oFog = result.fogcoord;
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TEMP diffuseFactor;
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TEMP eyeVec;
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TEMP halfAngle;
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TEMP dotProds;
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# Transform the vertex by the modelview matrix
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DP4 oPos.x, mvp[0], iPos;
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DP4 oPos.y, mvp[1], iPos;
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DP4 oPos.z, mvp[2], iPos;
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DP4 oPos.w, mvp[3], iPos;
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# Compute the diffuse light component
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DP3 diffuseFactor, iNormal, lightDir;
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# Clamp the diffuse component to zero
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MAX diffuseFactor, diffuseFactor, zero;
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# Get the vector from the eye to the vertex
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SUB eyeVec, eyePos, iPos;
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# Normalize it
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DP3 eyeVec.w, eyeVec, eyeVec;
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RSQ eyeVec.w, eyeVec.w;
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MUL eyeVec, eyeVec, eyeVec.w;
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# Haze
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DP3 diffuseFactor.y, iNormal, eyeVec;
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SUB diffuseFactor.y, one, diffuseFactor.y;
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MUL oFog.x, diffuseFactor.x, diffuseFactor.y;
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# Compute the half angle vector for specular lighting
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ADD halfAngle, eyeVec, lightDir;
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DP3 halfAngle.w, halfAngle, halfAngle;
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RSQ halfAngle.w, halfAngle.w;
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MUL halfAngle, halfAngle, halfAngle.w;
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# Output the texture
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MOV oTex0, iTex0;
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MOV oNormal, iNormal;
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MOV oHalfAngle, halfAngle;
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END
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