📄 3lights.vp
字号:
!!ARBvp1.0
# 3lights.vp
#
# Generic vertex transformation,
# 3 colored lights
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 oTC0 = result.texcoord[1]; # output texcoord 1
OUTPUT oTC1 = result.texcoord[2]; # output texcoord 2
OUTPUT oTC2 = result.texcoord[3]; # output texcoord 3
PARAM mvp[4] = { state.matrix.mvp }; # model-view * proj mat
PARAM mv[4] = { state.matrix.modelview }; # model-view matrix
# inverse transpose of model-view matrix:
PARAM mvIT[4] = { state.matrix.modelview.invtrans };
PARAM lightCol0 = { 1.0, 0.25, 0.25, 1.0 }; # light 0 color
PARAM lightCol1 = { 0.25, 1.0, 0.25, 1.0 }; # light 1 color
PARAM lightCol2 = { 0.25, 0.25, 1.0, 1.0 }; # light 2 color
PARAM lightPos0 = program.local[0]; # light pos 0 eye space
PARAM lightPos1 = program.local[1]; # light pos 1 eye space
PARAM lightPos2 = program.local[2]; # light pos 2 eye space
TEMP N, V, L, H, NdotL, NdotH, finalColor; # temporary registers
ALIAS diffuse = NdotL;
ALIAS specular = NdotH;
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];
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;
# LIGHT 0
SUB L, lightPos0, V; # vertex to light vector
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 . L0
MAX NdotL, NdotL, 0.0;
MUL diffuse, iPrC, NdotL; # priCol * N.L0
# priCol * lightCol0 * N.L0
MUL finalColor, diffuse, lightCol0;
DP3 NdotH, N, H; # N . H0
MAX NdotH, NdotH, 0.0;
MOV oTC0, {0.0, 0.0, 0.0, 1.0};
MAD oTC0.x, NdotH, 8, {-7}; # NdotH * 8 - 7 to tc 0
# LIGHT 1
SUB L, lightPos1, V; # vertex to light vector
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 . L1
MAX NdotL, NdotL, 0.0;
MUL diffuse, iPrC, NdotL; # priCol * N.L1
# priCol * lightCol0 * N.L1
MAD finalColor, diffuse, lightCol1, finalColor;
DP3 NdotH, N, H; # N . H1
MAX NdotH, NdotH, 0.0;
MOV oTC1, {0.0, 0.0, 0.0, 1.0};
MAD oTC1.x, NdotH, 8, {-7}; # NdotH * 8 - 7 to tc 1
# LIGHT 2
SUB L, lightPos2, V; # vertex to light vector
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 . L2
MAX NdotL, NdotL, 0.0;
MUL diffuse, iPrC, NdotL; # priCol * N.L2
# priCol * lightCol0 * N.L2
MAD oPrC, diffuse, lightCol2, finalColor;
DP3 NdotH, N, H; # N . H2
MAX NdotH, NdotH, 0.0;
MOV oTC2, {0.0, 0.0, 0.0, 1.0};
MAD oTC2.x, NdotH, 8, {-7}; # NdotH * 8 - 7 to tc 2
END
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