📄 dirlight.nvv
字号:
; Transforms a vertex to homogenoeous clip space
; and lights it with a single directional light in
; world space, then outputs a texture coordinate.
; - 7 instructions
; Note that negative output colors will be clamped
; by the implicit 0-1 clamp after the shader
#include "constants.h"
#define srcPosition v0
#define srcNormal v1
#define srcTexCoord v2
#define destTexCoord oT0
vs.1.0
;transform position
dp4 oPos.x, srcPosition, c[CV_WORLDVIEWPROJ_0]
dp4 oPos.y, srcPosition, c[CV_WORLDVIEWPROJ_1]
dp4 oPos.z, srcPosition, c[CV_WORLDVIEWPROJ_2]
dp4 oPos.w, srcPosition, c[CV_WORLDVIEWPROJ_3]
// get directional lighting at vertex
dp3 r0, srcNormal, c[CVP_LIGHT_DIRECTION]
mul oD0, r0, c[CV_MATERIAL_COLOR]
; Output texture coordinates
mov destTexCoord, srcTexCoord
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -