!!ARBvp1.0 # Compute the diffuse light from two sources plus a haze effect ATTRIB iPos = vertex.position; ATTRIB iNormal = vertex.normal; ATTRIB iTex0 = vertex.texcoord[0]; PARAM mvp[4] = { state.matrix.mvp }; PARAM eyePos = program.env[1]; PARAM lightDir0 = program.env[0]; PARAM diffuse0 = program.env[2]; PARAM lightDir1 = program.env[18]; PARAM diffuse1 = program.env[19]; PARAM ambient = program.env[5]; PARAM zero = 0; PARAM one = 1; OUTPUT oPos = result.position; OUTPUT oColor = result.color; OUTPUT oTex0 = result.texcoord[0]; OUTPUT oFog = result.fogcoord; TEMP diffuseFactor; TEMP diffuseColor; TEMP hazeFactor; 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; # 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; # Compute the illumination from the first light source DP3 diffuseFactor, iNormal, lightDir0; MAX diffuseFactor, diffuseFactor, zero; MAD diffuseColor, diffuse0, diffuseFactor, ambient; # Haze DP3 diffuseFactor.y, iNormal, eyeVec; SUB diffuseFactor.y, one, diffuseFactor.y; MUL hazeFactor.x, diffuseFactor.x, diffuseFactor.y; # Compute the illumination from the second light source DP3 diffuseFactor, iNormal, lightDir1; MAX diffuseFactor, diffuseFactor, zero; MAD diffuseColor, diffuse1, diffuseFactor, diffuseColor; # Haze DP3 diffuseFactor.y, iNormal, eyeVec; SUB diffuseFactor.y, one, diffuseFactor.y; MAD hazeFactor.x, diffuseFactor.x, diffuseFactor.y, hazeFactor.x; # Output the texture MOV oTex0, iTex0; # Output the primary color MOV oColor, diffuseColor; MOV oFog.x, hazeFactor; END