📄 grassfar.vp
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!!ARBvp1.0
ATTRIB pos = vertex.position;
PARAM mat[4] = { state.matrix.mvp };
PARAM mat3[4] = { state.matrix.program[0] };
OUTPUT opos = result.position;
TEMP worldPos,temp,temp2;
MAD worldPos, program.env[8], vertex.normal.x, pos;
MAD worldPos, program.env[9], vertex.normal.y, worldPos;
ADD worldPos, program.env[11], worldPos;
#calculate texture coords
MUL result.texcoord[0], worldPos.xzyw, program.env[13]; #ground shade texture
MUL result.texcoord[2], worldPos.xzyw, program.env[14]; #main ground texture
ADD result.texcoord[3], vertex.texcoord,program.env[10]; #grass billboard texture
#tex coords for shadow texture
DP4 temp.x, worldPos, mat3[0];
DP4 temp.y, worldPos, mat3[1];
ABS temp2,temp;
ADD temp2,temp2,program.env[17];
RSQ temp2.x, temp2.x;
RSQ temp2.y, temp2.y;
ADD temp2,temp2,program.env[18];
MAD result.texcoord[1], temp, temp2,program.env[16];
DP4 temp2.z, worldPos, mat3[2];
ADD result.texcoord[1].z, temp2.z, {0,0,-0.0005,0}; #grass would sometimes be shadowed by the ground beneath it
DP4 result.texcoord[1].w, worldPos, mat3[3];
#world space to clip space
DP4 opos.x, worldPos, mat[0];
DP4 opos.y, worldPos, mat[1];
DP4 opos.z, worldPos, mat[2];
DP4 opos.w, worldPos, mat[3];
DP4 result.fogcoord.x, worldPos, mat[2];
MOV result.color, vertex.color;
END
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