celestia/shaders/diffuse_texoff_arb.vp

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!!ARBvp1.0
# Compute the diffuse light from a single source and apply a texture
# translation.
ATTRIB iPos = vertex.position;
ATTRIB iNormal = vertex.normal;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir = program.env[0];
PARAM diffuse = program.env[2];
PARAM texOffset = program.env[7];
PARAM ambient = program.env[5];
PARAM zeroVec = { 0, 0, 0, 0 };
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
TEMP diffuseFactor;
# 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, zeroVec;
# Output the texture
ADD oTex0, iTex0, texOffset;
# Output the primary color
MAD oColor, diffuse, diffuseFactor, ambient;
END