📄 directionallightbump.nvv
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; Directional Light, Diffuse and Specular.
; Viewer is non-local (constant half-vector)
#include "DirectionalLight.h"
#define R_NORMAL r1
#define S_WORLD r2
#define T_WORLD r3
#define SxT_WORLD r4
#define R_DIFFUSE r5
#define R_SPECULAR r6
#define LIGHT_LOCAL r7
#define R_HALF_VECTOR r8
vs.1.0
; Transform position to clip space and output it
dp4 oPos.x, CV_POSITION, c[CV_WORLDVIEWPROJ_0]
dp4 oPos.y, CV_POSITION, c[CV_WORLDVIEWPROJ_1]
dp4 oPos.z, CV_POSITION, c[CV_WORLDVIEWPROJ_2]
dp4 oPos.w, CV_POSITION, c[CV_WORLDVIEWPROJ_3]
; Transform basis vectors to world space
dp3 S_WORLD.x, CV_S, c[CV_WORLD_0]
dp3 S_WORLD.y, CV_T, c[CV_WORLD_0]
dp3 S_WORLD.z, CV_NORMAL, c[CV_WORLD_0]
dp3 T_WORLD.x, CV_S, c[CV_WORLD_1]
dp3 T_WORLD.y, CV_T, c[CV_WORLD_1]
dp3 T_WORLD.z, CV_NORMAL, c[CV_WORLD_1]
dp3 SxT_WORLD.x, CV_S, c[CV_WORLD_2]
dp3 SxT_WORLD.y, CV_T, c[CV_WORLD_2]
dp3 SxT_WORLD.z, CV_NORMAL, c[CV_WORLD_2]
; transform light by basis vectors to put it
; into texture space
dp3 LIGHT_LOCAL.x, S_WORLD.xyz, c[CV_LIGHT1_DIRECTION]
dp3 LIGHT_LOCAL.y, T_WORLD.xyz, c[CV_LIGHT1_DIRECTION]
dp3 LIGHT_LOCAL.z, SxT_WORLD.xyz, c[CV_LIGHT1_DIRECTION]
; Normalize the light vector
dp3 LIGHT_LOCAL.w, LIGHT_LOCAL, LIGHT_LOCAL
rsq LIGHT_LOCAL.w, LIGHT_LOCAL.w
mul LIGHT_LOCAL, LIGHT_LOCAL, LIGHT_LOCAL.w
; Scale to 0-1
add LIGHT_LOCAL, LIGHT_LOCAL, c[CV_ONE]
mul oD0, LIGHT_LOCAL, c[CV_HALF]
; Set alpha to 1
mov oD0.w, c[CV_ONE].w
; output tex coords
mov oT0, CV_TEXTURE0
mov oT1, CV_TEXTURE0
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