45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
!!ARBvp1.0
|
|
PARAM sunColor = program.local[0];
|
|
PARAM losTransform = program.local[1];
|
|
PARAM shadowTransform[4] = { program.local[2..5] };
|
|
PARAM territoryTransform = program.local[6];
|
|
|
|
TEMP lighting;
|
|
|
|
//// Compute position and normal:
|
|
|
|
ATTRIB position = vertex.position;
|
|
|
|
DP4 result.position.x, state.matrix.mvp.row[0], position;
|
|
DP4 result.position.y, state.matrix.mvp.row[1], position;
|
|
DP4 result.position.z, state.matrix.mvp.row[2], position;
|
|
DP4 result.position.w, state.matrix.mvp.row[3], position;
|
|
|
|
//// Compute lighting:
|
|
|
|
// Diffuse factor is precomputed in vertex attribute
|
|
// Scale diffuse to allow overbrightness (since result.color will be clamped to [0, 1])
|
|
MUL lighting, vertex.color, 0.5;
|
|
// Apply light colour
|
|
MUL result.color, lighting, sunColor;
|
|
|
|
//// Texture coordinates:
|
|
|
|
MOV result.texcoord[0], vertex.texcoord[0];
|
|
|
|
#ifdef BLEND
|
|
MOV result.texcoord[1], vertex.texcoord[1];
|
|
#endif
|
|
|
|
#ifdef USE_SHADOW
|
|
DP4 result.texcoord[2].x, shadowTransform[0], position;
|
|
DP4 result.texcoord[2].y, shadowTransform[1], position;
|
|
DP4 result.texcoord[2].z, shadowTransform[2], position;
|
|
DP4 result.texcoord[2].w, shadowTransform[3], position;
|
|
#endif
|
|
|
|
MAD result.texcoord[3], position.xzzz, losTransform.x, losTransform.y;
|
|
MAD result.texcoord[4], position.xzzz, territoryTransform.x, territoryTransform.y;
|
|
|
|
END
|