ARB versions of vertex programs.

ver1_5_1
Chris Laurel 2003-02-18 02:16:26 +00:00
parent e7aa1751ef
commit 81f06e9c98
2 changed files with 78 additions and 0 deletions

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!!ARBvp1.0
# Compute the diffuse light from a single source
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir = program.env[0];
PARAM diffuse = state.lightprod[0].diffuse;
PARAM ambient = state.lightmodel.ambient;
PARAM zeroVec = { 0, 0, 0, 0 };
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
TEMP diffuseFactor;
# 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, zeroVec;
# Output the texture
MOV oTex0, iTex0;
# Output the primary color
MAD oColor, diffuse, diffuseFactor, ambient;
END

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!!ARBvp1.0
# Night texture lighting
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir = program.env[0];
PARAM diffuse = state.lightprod[0].diffuse;
PARAM zeroVec = { 0, 0, 0, 0 };
PARAM one = 1;
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
TEMP diffuseFactor;
# 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, zeroVec;
# Use the fourth power of L dot N to create a sharper division between
# the lit and unlit sides of the planet.
ADD diffuseFactor, one, -diffuseFactor;
MUL diffuseFactor, diffuseFactor, diffuseFactor;
MAD diffuseFactor, diffuseFactor, -diffuseFactor, one;
# Output the texture
MOV oTex0, iTex0;
# Output the primary color
MUL oColor, diffuse, diffuseFactor;
END