worldspawn/resources/gl/lighting_DBS_XY_Z_arbvp1.cg

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2020-11-17 11:16:16 +00:00
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_app2vertex
{
float4 position : POSITION;
float4 tex0 : ATTR8;
float3 tangent : ATTR9;
float3 binormal : ATTR10;
float3 normal : ATTR11;
};
struct cg_vertex2fragment
{
float4 hposition : POSITION;
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
cg_vertex2fragment main(cg_app2vertex IN)
{
cg_vertex2fragment OUT;
// transform vertex position into homogenous clip-space
OUT.hposition = mul(glstate.matrix.mvp, IN.position);
// assign position in object space
OUT.position = IN.position;
// transform texcoords
OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
// transform texcoords
OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
// transform texcoords
OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
// transform vertex position into light space
OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
// assign tangent space vectors
OUT.tangent = IN.tangent;
OUT.binormal = IN.binormal;
OUT.normal = IN.normal;
return OUT;
}