celestia/shaders/glossmap_arb.vp

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!!ARBvp1.0
# Compute specular just the specular light for use in a separate gloss
# mapping pass. A separate pass is necessary when using texenv
# combiners because they can't use the secondary color; therefore
# this vertex program outputs the specular lighting term primary
# color.
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 eyePos = program.env[1];
PARAM specExp = program.env[4];
PARAM specular = program.env[3];
PARAM zero = 0;
PARAM one = 1;
OUTPUT oPos = result.position;
OUTPUT oColor = result.color;
OUTPUT oTex0 = result.texcoord[0];
TEMP diffuseFactor;
TEMP eyeVec;
TEMP halfAngle;
TEMP dotProds;
# 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;
# Compute the half angle vector for specular lighting
ADD halfAngle, eyeVec, lightDir;
DP3 halfAngle.w, halfAngle, halfAngle;
RSQ halfAngle.w, halfAngle.w;
MUL halfAngle, halfAngle, halfAngle.w;
# Set up the specular dot products vectors:
# dotProds = { diffuse factor, spec factor, 0, spec exponent }
MOV dotProds.x, diffuseFactor.x;
DP3 dotProds.y, halfAngle, iNormal;
MAX dotProds.y, dotProds.y, zero;
MOV dotProds.w, specExp.w;
# Output the texture
MOV oTex0, iTex0;
# Compute and output the specular color
LIT dotProds, dotProds;
MUL dotProds.z, dotProds.z, diffuseFactor.x;
MUL oColor, specular, dotProds.z;
END