celestia/shaders/bumphaze_arb.vp

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!!ARBvp1.0
# Compute the surface space light vectors for diffuse bump mapping
# as well as a fog factor for an atmospheric haze effect.
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 eyePos = program.env[1];
PARAM lightDir = program.env[0];
PARAM haze = program.env[6];
PARAM half = 0.5;
PARAM zero = 0;
PARAM one = 1;
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
OUTPUT oTex1 = result.texcoord[1];
OUTPUT oFog = result.fogcoord;
TEMP binormal;
TEMP t;
TEMP light_surf;
TEMP diffuseFactor;
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;
# 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;
# Output the fog factor
DP3 diffuseFactor.y, iNormal, eyeVec;
SUB diffuseFactor.y, one, diffuseFactor.y;
MUL oFog.x, diffuseFactor.x, diffuseFactor.y;
# Haze is complete; now do the bump mapping setup
# Compute the binormal--cross product of normal and tangent
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