📄 texspec.vp
字号:
!!ARBvp1.0
# texspec.vp
#
# Generic vertex transformation,
# compute diffuse lighting,
# put N.H into a texcoord
# for use by 1D pow tex lookup
ATTRIB iPos = vertex.position; # input position
ATTRIB iPrC = vertex.color.primary; # input primary color
ATTRIB iNrm = vertex.normal; # input normal
OUTPUT oPos = result.position; # output position
OUTPUT oPrC = result.color.primary; # output primary color
OUTPUT oTxC = result.texcoord[0]; # output texcoord 0
PARAM mvp[4] = { state.matrix.mvp }; # model-view * proj matrix
PARAM mv[4] = { state.matrix.modelview }; # model-view matrix
# inverse transpose of model-view matrix:
PARAM mvIT[4] = { state.matrix.modelview.invtrans };
PARAM lightPos = program.local[0]; # light pos in eye space
TEMP N, V, L, H, NdotL, NdotH; # temporary registers
DP4 oPos.x, iPos, mvp[0]; # xform input pos by MVP
DP4 oPos.y, iPos, mvp[1];
DP4 oPos.z, iPos, mvp[2];
DP4 oPos.w, iPos, mvp[3];
DP4 V.x, iPos, mv[0]; # xform input pos by MV
DP4 V.y, iPos, mv[1];
DP4 V.z, iPos, mv[2];
DP4 V.w, iPos, mv[3];
SUB L, lightPos, V; # vertex to light vector
DP3 N.x, iNrm, mvIT[0]; # xform norm to eye space
DP3 N.y, iNrm, mvIT[1];
DP3 N.z, iNrm, mvIT[2];
DP3 N.w, N, N; # normalize normal
RSQ N.w, N.w;
MUL N, N, N.w;
DP3 L.w, L, L; # normalize light vector
RSQ L.w, L.w;
MUL L, L, L.w;
ADD H.xyz, L, {0, 0, 1};
DP3 H.w, H, H; # normalize half-angle
RSQ H.w, H.w;
MUL H, H, H.w;
DP3 NdotL, N, L; # N . L
MAX NdotL, NdotL, 0.0;
MUL oPrC, iPrC, NdotL; # output diffuse
DP3 NdotH, N, H; # N . H
MAD NdotH.x, NdotH, 8.0, {-7.0}; # (N . H) * 8 - 7
MOV oTxC, {0.0, 0.0, 0.0, 1.0}; # init other components
MAX oTxC.x, NdotH, 0.0; # toss into texcoord 0
END
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