celestia/shaders/simple_arb.vp

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!!ARBvp1.0
# Transform the position by the modelview/projection matrix, and that's it!
ATTRIB iPos = vertex.position;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
OUTPUT oPos = result.position;
OUTPUT oTex0 = result.texcoord[0];
# 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;
# Output the texture
MOV oTex0, iTex0;
END