celestia/shaders/bumpdiffuse_arb.vp

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!!ARBvp1.0
# Compute the surface space light vectors for diffuse bump mapping
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTangent = vertex.attrib[6];
ATTRIB iTex0 = vertex.texcoord[0];
ATTRIB iTex1 = vertex.texcoord[1];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir = program.env[0];
PARAM half = 0.5;
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
OUTPUT oTex1 = result.texcoord[1];
TEMP binormal;
TEMP t;
TEMP light_surf;
# 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 binormal--cross product of tangent and normal
MOV t, iTangent;
MUL binormal, iNormal.zxyw, t.yzxw;
MAD binormal, iNormal.yzxw, t.zxyw, -binormal;
# Normalization should not be necessary
#DP3 binormal.w, binormal, binormal;
#RSQ binormal.w, binormal.w;
#MUL binormal.xyz, binormal, binormal.w;
# Transform the light direction from object space into surface space
DP3 light_surf.x, iTangent, lightDir;
DP3 light_surf.y, -binormal, lightDir;
DP3 light_surf.z, iNormal, lightDir;
# Compress the light direction to fit in the primary color and output it
MAD oColor, light_surf, half, half;
# Output the texture
MOV oTex0, iTex0;
MOV oTex1, iTex1;
END