43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
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!!ARBvp1.0
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PARAM sunColor = program.local[0];
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PARAM losTransform = program.local[1];
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PARAM shadowTransform[4] = { program.local[2..5] };
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TEMP lighting;
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//// Compute position and normal:
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ATTRIB position = vertex.position;
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DP4 result.position.x, state.matrix.mvp.row[0], position;
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DP4 result.position.y, state.matrix.mvp.row[1], position;
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DP4 result.position.z, state.matrix.mvp.row[2], position;
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DP4 result.position.w, state.matrix.mvp.row[3], position;
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//// Compute lighting:
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// Diffuse factor is precomputed in vertex attribute
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// Scale diffuse to allow overbrightness (since result.color will be clamped to [0, 1])
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MUL lighting, vertex.color, 0.5;
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// Apply light colour
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MUL result.color, lighting, sunColor;
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//// Texture coordinates:
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MOV result.texcoord[0], vertex.texcoord[0];
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#ifdef BLEND
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MOV result.texcoord[1], vertex.texcoord[1];
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#endif
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#ifdef USE_SHADOW
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DP4 result.texcoord[2].x, shadowTransform[0], position;
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DP4 result.texcoord[2].y, shadowTransform[1], position;
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DP4 result.texcoord[2].z, shadowTransform[2], position;
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DP4 result.texcoord[2].w, shadowTransform[3], position;
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#endif
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MAD result.texcoord[3], position.xzzz, losTransform.x, losTransform.y;
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END
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