celestia/shaders/bumphaze.vp

67 lines
2.0 KiB
Plaintext

!!VP1.0
# Compute the surface space light vectors for diffuse bump mapping as well
# as a fog factor for an atmospheric haze effect.
# c[0]..c[3] contains the concatenation of the modelview and projection matrices.
# c[4]..c[7] contains the inverse transpose of the modelview
# c[15] contains the eye position in object space
# c[16] contains the light direction in object space
# c[17] contains H, the normalized sum of the eye and light direction
# c[20] contains the light color * object color
# c[32] contains the ambient light color * object color
# c[33] contains the haze color
# c[40] contains (0, 1, 0.5, specPower)
# v[6] contains the tangent vector
# Transform the vertex by the modelview matrix
DP4 o[HPOS].x, c[0], v[OPOS];
DP4 o[HPOS].y, c[1], v[OPOS];
DP4 o[HPOS].z, c[2], v[OPOS];
DP4 o[HPOS].w, c[3], v[OPOS];
# Compute the diffuse light component and clamp it to zero
DP3 R2, v[NRML], c[16];
MAX R2.x, R2, c[40].xxxx;
# Get the normalized vector from the eye to the vertex
ADD R4, c[15], -v[OPOS];
DP3 R0.w, R4, R4;
RSQ R0.w, R0.w;
MUL R4.xyz, R4, R0.w;
# Output the fog factor
DP3 R2.y, v[NRML], R4;
ADD R2.y, c[40].y, -R2.y;
MUL o[FOGC].x, R2.x, R2.y;
# We're done with the haze/fog stuff; now compute the surface space
# light direction.
MOV R1, v[NRML];
MOV R2, v[6];
# Compute the binormal--cross product of tangent and normal
MUL R3, R2.zxyw, R1.yzxw;
MAD R3, R2.yzxw, R1.zxyw, -R3;
# Assume that the tangent and normal are orthonormal; otherwise
# we need to normalize R2
DP3 R0.w, R3, R3;
RSQ R0.w, R0.w;
MUL R3.xyz, R3, R0.w;
# Transform the light direction from object space into surface space
DP3 R0.x, R3, c[16];
DP3 R0.y, R2, c[16];
DP3 R0.z, R1, c[16];
# Compress the light direction to fit in the primary color and output it
MOV R5, c[40];
MAD o[COL0], R0, R5.z, R5.z;
# Output the texture coordinates. Use the same coordinates for
# the decal (texture 0) and the bump map (texture 1)
MOV o[TEX0], v[TEX0];
MOV o[TEX1], v[TEX0];
END