974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
42 lines
1.2 KiB
GLSL
42 lines
1.2 KiB
GLSL
; part of the Irrlicht Engine Shader example.
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; This Direct3D9 vertex shader will be loaded by the engine.
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; Please note that these example shaders don't do anything really useful.
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; They only demonstrate that shaders can be used in Irrlicht.
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vs.1.1
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dcl_position v0; ; declare position
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dcl_normal v1; ; declare normal
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dcl_color v2; ; declare color
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dcl_texcoord0 v3; ; declare texture coordinate
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; transpose and transform position to clip space
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mul r0, v0.x, c4
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mad r0, v0.y, c5, r0
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mad r0, v0.z, c6, r0
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add oPos, c7, r0
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; transform normal
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dp3 r1.x, v1, c0
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dp3 r1.y, v1, c1
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dp3 r1.z, v1, c2
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; renormalize normal
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dp3 r1.w, r1, r1
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rsq r1.w, r1.w
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mul r1, r1, r1.w
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; calculate light vector
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m4x4 r6, v0, c10 ; vertex into world position
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add r2, c8, -r6 ; vtxpos - lightpos
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; normalize light vector
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dp3 r2.w, r2, r2
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rsq r2.w, r2.w
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mul r2, r2, r2.w
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; calculate light color
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dp3 r3, r1, r2 ; dp3 with negative light vector
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lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
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mul oD0, r5.y, c9 ; ouput diffuse color
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mov oT0, v3 ; store texture coordinates |