celestia/shaders/haze2_arb.vp

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!!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