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- !!ARBvp1.0
- # part of the Irrlicht Engine Shader example.
- # Please note that these example shaders don't do anything really useful.
- # They only demonstrate that shaders can be used in Irrlicht.
- #input
- ATTRIB InPos = vertex.position;
- ATTRIB InColor = vertex.color;
- ATTRIB InNormal = vertex.normal;
- ATTRIB InTexCoord = vertex.texcoord;
- #output
- OUTPUT OutPos = result.position;
- OUTPUT OutColor = result.color;
- OUTPUT OutTexCoord = result.texcoord;
- PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
- TEMP Temp;
- TEMP TempColor;
- TEMP TempNormal;
- TEMP TempPos;
- #transform position to clip space
- DP4 Temp.x, MVP[0], InPos;
- DP4 Temp.y, MVP[1], InPos;
- DP4 Temp.z, MVP[2], InPos;
- DP4 Temp.w, MVP[3], InPos;
- #transform normal
- DP3 TempNormal.x, InNormal.x, program.local[0];
- DP3 TempNormal.y, InNormal.y, program.local[1];
- DP3 TempNormal.z, InNormal.z, program.local[2];
- #renormalize normal
- DP3 TempNormal.w, TempNormal, TempNormal;
- RSQ TempNormal.w, TempNormal.w;
- MUL TempNormal, TempNormal, TempNormal.w;
- # calculate light vector
- DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
- DP4 TempPos.y, InPos, program.local[11];
- DP4 TempPos.z, InPos, program.local[12];
- DP4 TempPos.w, InPos, program.local[13];
- ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
- # normalize light vector
- DP3 TempPos.w, TempPos, TempPos;
- RSQ TempPos.w, TempPos.w;
- MUL TempPos, TempPos, TempPos.w;
- # calculate light color
- DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
- LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
- MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
- MOV OutColor.w, 1.0; # we want alpha to be always 1
- MOV OutTexCoord, InTexCoord; # store texture coordinate
- MOV OutPos, Temp;
- END
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