!!ARBvp1.0 # Set up for phong shading fragment program. 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 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 oNormal = result.texcoord[1]; OUTPUT oHalfAngle = result.texcoord[2]; 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 oNormal, iNormal; MOV oHalfAngle, halfAngle; END