celestia/shaders/night2_arb.vp

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!!ARBvp1.0
# Night texture lighting
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir0 = program.env[0];
PARAM diffuse = program.env[2];
PARAM lightDir1 = program.env[18];
PARAM zeroVec = { 0, 0, 0, 0 };
PARAM one = 1;
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
TEMP diffuseFactor;
TEMP diffuseSum;
# 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 illumination from the first light source
DP3 diffuseFactor, iNormal, lightDir0;
MAX diffuseFactor, diffuseFactor, zeroVec;
MOV diffuseSum, diffuseFactor;
# Compute the illumination from the second light source
DP3 diffuseFactor, iNormal, lightDir1;
MAX diffuseFactor, diffuseFactor, zeroVec;
ADD diffuseSum, diffuseSum, diffuseFactor;
# Use the fourth power of L dot N to create a sharper division between
# the lit and unlit sides of the planet.
ADD diffuseSum, one, -diffuseSum;
MUL diffuseSum, diffuseSum, diffuseSum;
MAD diffuseSum, diffuseSum, -diffuseSum, one;
# Output the texture
MOV oTex0, iTex0;
# Output the primary color
MUL oColor, diffuse, diffuseSum;
END