📄 rainbow.nvv
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; v0 -- position
; v3 -- normal
; v7 -- tex coord
; v8 -- tex coord1
;
; c0-3 -- world/view/proj matrix
; c4 -- light vector
; c5-8 -- inverse/transpose world matrix
; c9 -- {0.0, 0.5, 1.0, -1.0}
; c10 -- eye point
; c11-14 -- world matrix
vs.1.0
;transform position
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
;transform normal
dp3 r0.x, v3, c5
dp3 r0.y, v3, c6
dp3 r0.z, v3, c7
;normalize normal
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
;compute world space position
dp4 r1.x, v0, c11
dp4 r1.y, v0, c12
dp4 r1.z, v0, c13
dp4 r1.w, v0, c14
;vector from point to eye
add r2, c10, -r1
;normalize e
dp3 r2.w, r2, r2
rsq r2.w, r2.w
mul r2, r2, r2.w
;h = Normalize( n + e )
add r1, r0, r2
;normalize h
dp3 r1.w, r1, r1
rsq r1.w, r1.w
mul r1, r1, r1.w
;h dot n
dp3 oT0.x, r0, r2
dp3 oT0.y, r1, r0
mov oT1.x, r2
mov oT1.y, r1
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