mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 15:42:25 +01:00
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
|
|
# part of the Irrlicht Engine Shader example.
|
|
# Please note that these example shaders don't do anything really useful.
|
|
# They only demonstrate that shaders can be used in Irrlicht.
|
|
|
|
#input
|
|
ATTRIB InPos = vertex.position;
|
|
ATTRIB InColor = vertex.color;
|
|
ATTRIB InNormal = vertex.normal;
|
|
ATTRIB InTexCoord = vertex.texcoord;
|
|
|
|
#output
|
|
OUTPUT OutPos = result.position;
|
|
OUTPUT OutColor = result.color;
|
|
OUTPUT OutTexCoord = result.texcoord;
|
|
|
|
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
|
|
TEMP Temp;
|
|
TEMP TempColor;
|
|
TEMP TempNormal;
|
|
TEMP TempPos;
|
|
|
|
#transform position to clip space
|
|
DP4 Temp.x, MVP[0], InPos;
|
|
DP4 Temp.y, MVP[1], InPos;
|
|
DP4 Temp.z, MVP[2], InPos;
|
|
DP4 Temp.w, MVP[3], InPos;
|
|
|
|
#transform normal
|
|
DP3 TempNormal.x, InNormal.x, program.local[0];
|
|
DP3 TempNormal.y, InNormal.y, program.local[1];
|
|
DP3 TempNormal.z, InNormal.z, program.local[2];
|
|
|
|
#renormalize normal
|
|
DP3 TempNormal.w, TempNormal, TempNormal;
|
|
RSQ TempNormal.w, TempNormal.w;
|
|
MUL TempNormal, TempNormal, TempNormal.w;
|
|
|
|
# calculate light vector
|
|
DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
|
|
DP4 TempPos.y, InPos, program.local[11];
|
|
DP4 TempPos.z, InPos, program.local[12];
|
|
DP4 TempPos.w, InPos, program.local[13];
|
|
|
|
ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
|
|
|
|
# normalize light vector
|
|
DP3 TempPos.w, TempPos, TempPos;
|
|
RSQ TempPos.w, TempPos.w;
|
|
MUL TempPos, TempPos, TempPos.w;
|
|
|
|
# calculate light color
|
|
DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
|
|
LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
|
|
MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
|
|
MOV OutColor.w, 1.0; # we want alpha to be always 1
|
|
MOV OutTexCoord, InTexCoord; # store texture coordinate
|
|
MOV OutPos, Temp;
|
|
|
|
END |