forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
60 lines
1.8 KiB
GLSL
60 lines
1.8 KiB
GLSL
!!ARBvp1.0
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# part of the Irrlicht Engine Shader example.
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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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#input
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ATTRIB InPos = vertex.position;
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ATTRIB InColor = vertex.color;
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ATTRIB InNormal = vertex.normal;
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ATTRIB InTexCoord = vertex.texcoord;
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#output
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OUTPUT OutPos = result.position;
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OUTPUT OutColor = result.color;
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OUTPUT OutTexCoord = result.texcoord;
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PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
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TEMP Temp;
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TEMP TempColor;
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TEMP TempNormal;
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TEMP TempPos;
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#transform position to clip space
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DP4 Temp.x, MVP[0], InPos;
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DP4 Temp.y, MVP[1], InPos;
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DP4 Temp.z, MVP[2], InPos;
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DP4 Temp.w, MVP[3], InPos;
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#transform normal
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DP3 TempNormal.x, InNormal.x, program.local[0];
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DP3 TempNormal.y, InNormal.y, program.local[1];
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DP3 TempNormal.z, InNormal.z, program.local[2];
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#renormalize normal
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DP3 TempNormal.w, TempNormal, TempNormal;
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RSQ TempNormal.w, TempNormal.w;
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MUL TempNormal, TempNormal, TempNormal.w;
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# calculate light vector
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DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
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DP4 TempPos.y, InPos, program.local[11];
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DP4 TempPos.z, InPos, program.local[12];
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DP4 TempPos.w, InPos, program.local[13];
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ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
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# normalize light vector
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DP3 TempPos.w, TempPos, TempPos;
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RSQ TempPos.w, TempPos.w;
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MUL TempPos, TempPos, TempPos.w;
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# calculate light color
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DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
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LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
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MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
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MOV OutColor.w, 1.0; # we want alpha to be always 1
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MOV OutTexCoord, InTexCoord; # store texture coordinate
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MOV OutPos, Temp;
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END |