mirror of
https://github.com/UberGames/GtkRadiant.git
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12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
86 lines
2.7 KiB
Text
86 lines
2.7 KiB
Text
!!ARBfp1.0
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# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
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# command line args: -profile arbfp1
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# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbfp1.cg
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# source file: ..\..\setup\data\tools\gl/utils.cg
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#vendor NVIDIA Corporation
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#version 1.0.02
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#profile arbfp1
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#program main
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#semantic main.diffusemap
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#semantic main.bumpmap
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#semantic main.specularmap
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#semantic main.attenuationmap_xy
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#semantic main.attenuationmap_z
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#semantic main.view_origin
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#semantic main.light_origin
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#semantic main.light_color
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#semantic main.bump_scale
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#semantic main.specular_exponent
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#var float4 IN.position : $vin.TEX0 : TEX0 : 0 : 1
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#var float4 IN.tex_diffuse_bump : $vin.TEX1 : TEX1 : 0 : 1
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#var float4 IN.tex_specular : $vin.TEX2 : TEX2 : 0 : 1
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#var float4 IN.tex_atten_xy_z : $vin.TEX3 : TEX3 : 0 : 1
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#var float3 IN.tangent : $vin.TEX4 : TEX4 : 0 : 1
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#var float3 IN.binormal : $vin.TEX5 : TEX5 : 0 : 1
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#var float3 IN.normal : $vin.TEX6 : TEX6 : 0 : 1
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#var sampler2D diffusemap : : texunit 0 : 1 : 1
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#var sampler2D bumpmap : : texunit 1 : 2 : 1
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#var sampler2D specularmap : : texunit 2 : 3 : 1
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#var sampler2D attenuationmap_xy : : texunit 3 : 4 : 1
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#var sampler2D attenuationmap_z : : texunit 4 : 5 : 1
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#var float3 view_origin : : c[4] : 6 : 1
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#var float3 light_origin : : c[2] : 7 : 1
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#var float3 light_color : : c[3] : 8 : 1
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#var float bump_scale : : c[1] : 9 : 1
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#var float specular_exponent : : c[5] : 10 : 1
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#var float4 main.color : $vout.COL : COL : -1 : 1
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#const c[0] = 0.5 2 0
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PARAM c[6] = { { 0.5, 2, 0 },
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program.local[1..5] };
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TEMP R0;
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TEMP R1;
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TEMP R2;
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ADD R1.xyz, -fragment.texcoord[0], c[2];
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DP3 R0.z, fragment.texcoord[6], R1;
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DP3 R0.x, fragment.texcoord[4], R1;
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DP3 R0.y, fragment.texcoord[5], R1;
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ADD R1.xyz, -fragment.texcoord[0], c[4];
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DP3 R0.w, R0, R0;
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DP3 R2.z, fragment.texcoord[6], R1;
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DP3 R2.x, fragment.texcoord[4], R1;
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DP3 R2.y, fragment.texcoord[5], R1;
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RSQ R0.w, R0.w;
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MUL R1.xyz, R0.w, R0;
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DP3 R1.w, R2, R2;
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RSQ R0.w, R1.w;
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MUL R2.xyz, R0.w, R2;
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ADD R2.xyz, R1, R2;
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DP3 R0.w, R2, R2;
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RSQ R2.w, R0.w;
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TEX R0.xyz, fragment.texcoord[1].zwzw, texture[1], 2D;
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ADD R0.xyz, R0, -c[0].x;
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MUL R0.xyz, R0, c[0].y;
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MUL R0.z, R0, c[1].x;
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DP3 R1.w, R0, R0;
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RSQ R0.w, R1.w;
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MUL R0.xyz, R0.w, R0;
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MUL R2.xyz, R2.w, R2;
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DP3_SAT R0.w, R0, R2;
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DP3_SAT R0.x, R0, R1;
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TEX R2.xyz, fragment.texcoord[2], texture[2], 2D;
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MUL R1.xyz, R2, c[3];
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POW R0.w, R0.w, c[5].x;
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MUL R2.xyz, R1, R0.w;
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MUL R1.xyz, R0.x, c[3];
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TEX R0, fragment.texcoord[1], texture[0], 2D;
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MAD R2.xyz, R0, R1, R2;
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TXP R0.xyz, fragment.texcoord[3], texture[3], 2D;
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MOV R1.y, c[0].z;
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MOV R1.x, fragment.texcoord[3].z;
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TEX R1.xyz, R1, texture[4], 2D;
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MUL R0.xyz, R2, R0;
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MUL result.color.xyz, R0, R1;
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MOV result.color.w, R0;
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END
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# 41 instructions, 3 R-regs
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