celestia/shaders/specular2_arb.vp

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!!ARBvp1.0
# Compute specular and diffuse light from a single source, as well
# as a haze effect.
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTex0 = vertex.texcoord[0];
ATTRIB iTex1 = vertex.texcoord[1];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir0 = program.env[0];
PARAM diffuse0 = program.env[2];
PARAM specular0 = program.env[3];
PARAM lightDir1 = program.env[18];
PARAM diffuse1 = program.env[19];
PARAM specular1 = program.env[20];
PARAM eyePos = program.env[1];
PARAM specExp = program.env[4];
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 oTex1 = result.texcoord[1];
OUTPUT oFog = result.fogcoord;
TEMP diffuseFactor;
TEMP diffuseColor;
TEMP specularColor;
TEMP hazeFactor;
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;
# 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;
### Light source 0
# Diffuse factor
DP3 diffuseFactor, iNormal, lightDir0;
MAX diffuseFactor, diffuseFactor, zero;
MAD diffuseColor, diffuse0, diffuseFactor, ambient;
# Haze factor
DP3 diffuseFactor.y, iNormal, eyeVec;
SUB diffuseFactor.y, one, diffuseFactor.y;
MUL hazeFactor.x, diffuseFactor.x, diffuseFactor.y;
# Compute the half angle vector for specular lighting
ADD halfAngle, eyeVec, lightDir0;
DP3 halfAngle.w, halfAngle, halfAngle;
RSQ halfAngle.w, halfAngle.w;
MUL halfAngle, halfAngle, halfAngle.w;
# Set up the specular dot product vectors:
# dotProds = { diffuse factor, spec factor, 0, spec exponent }
MOV dotProds.x, diffuseFactor.x;
DP3 dotProds.y, halfAngle, iNormal;
MAX dotProds.y, dotProds.y, zero;
MOV dotProds.w, specExp.w;
# Compute and output the secondary color
LIT dotProds, dotProds;
MUL dotProds.z, dotProds.z, diffuseFactor.x;
MUL specularColor, specular0, dotProds.z;
### Light source 1
# Diffuse
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;
# Compute the half angle vector for specular lighting
ADD halfAngle, eyeVec, lightDir1;
DP3 halfAngle.w, halfAngle, halfAngle;
RSQ halfAngle.w, halfAngle.w;
MUL halfAngle, halfAngle, halfAngle.w;
# Set up the specular dot product vectors:
# dotProds = { diffuse factor, spec factor, 0, spec exponent }
MOV dotProds.x, diffuseFactor.x;
DP3 dotProds.y, halfAngle, iNormal;
MAX dotProds.y, dotProds.y, zero;
MOV dotProds.w, specExp.w;
# Compute and output the secondary color
LIT dotProds, dotProds;
MUL dotProds.z, dotProds.z, diffuseFactor.x;
MAD specularColor, specular1, dotProds.z, specularColor;
### Outputs
MOV oTex0, iTex0;
MOV oTex1, iTex1;
MOV oColor, diffuseColor;
MOV oSpecColor, specularColor;
MOV oFog.x, hazeFactor;
END