📄 unit.fp
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!!ARBfp1.0
# 3DO unit rendering without shadows
OPTION ARB_fog_linear;
TEMP temp,reflect,texColor,specular;
TEMP shadeColor;
#get unit texture
TEX texColor, fragment.texcoord[1], texture[1], 2D;
#normalize surface normal
DP3 temp.x, fragment.texcoord[2], fragment.texcoord[2];
RSQ temp.x, temp.x;
MUL temp, fragment.texcoord[2], temp.x;
#calc reflection dir
DP3 reflect.x, temp, fragment.texcoord[3];
MUL reflect.x, reflect.x,{-2};
MAD reflect, temp, reflect.x, fragment.texcoord[3];
#get specular highlight
TEX specular, reflect, texture[3], CUBE;
MUL specular, specular, {4,4,4,1};
MUL specular, specular, texColor.w;
TEX reflect, reflect, texture[2], CUBE;
LRP shadeColor, texColor.w, reflect, fragment.color;
MAD result.color, texColor, shadeColor, specular;
END
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