!!ARBvp1.0 PARAM sunColor = program.local[0]; PARAM losTransform = program.local[1]; PARAM shadowTransform[4] = { program.local[2..5] }; 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; END