📄 unit.vp
字号:
!!ARBvp1.0
ATTRIB pos = vertex.position;
PARAM mat[4] = { state.matrix.projection };
PARAM mat2[4] = { state.matrix.modelview };
PARAM mat3[4] = { state.matrix.program[0] };
OUTPUT opos = result.position;
TEMP worldPos,temp,temp2;
#color
DP3 temp.x, vertex.normal,mat2[0]; #normal to world space
DP3 temp.y, vertex.normal,mat2[1];
DP3 temp.z, vertex.normal,mat2[2];
MOV result.texcoord[2],temp; #send surface normal to fragment program
DP3 temp,temp,program.env[10]; #dot product with light
MAX temp,temp,{0,0,0,0};
MAD result.color,temp,program.env[11],program.env[12];
#position to world space
DP4 worldPos.x, pos, mat2[0];
DP4 worldPos.y, pos, mat2[1];
DP4 worldPos.z, pos, mat2[2];
DP4 worldPos.w, pos, mat2[3];
SUB result.texcoord[3], worldPos, program.env[13]; #send the camera direction to fragment program
#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[0], temp, temp2,program.env[16];
DP4 result.texcoord[0].z, worldPos, mat3[2];
DP4 result.texcoord[0].w, worldPos, mat3[3];
#texcoord for normal texture
MOV result.texcoord[1],vertex.texcoord[0];
#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];
END
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