2003-02-18 01:24:43 -07:00
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!!ARBvp1.0
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# Vertex program use for applying shadow textures. 2D texture coordinates
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# are generated from vertex coordinates using the s and t texture planes.
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# A second texture is used as a mask to keep shadows from showing on the
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# wrong side of the object.
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ATTRIB iPos = vertex.position;
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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 texgen_s = program.env[10];
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PARAM texgen_t = program.env[11];
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PARAM halfW = { 0, 0, 0, 0.5 };
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2006-09-23 00:34:32 -06:00
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PARAM one = 1;
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2003-02-18 01:24:43 -07:00
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OUTPUT oPos = result.position;
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OUTPUT oTex0 = result.texcoord[0];
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OUTPUT oTex1 = result.texcoord[1];
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TEMP t;
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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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# Generate texture coordinates
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2006-09-23 00:34:32 -06:00
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MOV oTex0, one;
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2003-02-18 01:24:43 -07:00
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DP4 oTex0.x, texgen_s, iPos;
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DP4 oTex0.y, texgen_t, iPos;
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# Generate 1D coordinates for the 'mask' texture
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ADD t, lightDir, halfW;
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DP4 oTex1.x, t, iPos;
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MOV oTex1.y, halfW.x;
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END
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