!!ARBvp1.0 # Compute the surface space light vectors for diffuse bump mapping ATTRIB iPos = vertex.position; ATTRIB iNormal = vertex.normal; ATTRIB iTangent = vertex.attrib[6]; ATTRIB iTex0 = vertex.texcoord[0]; ATTRIB iTex1 = vertex.texcoord[1]; PARAM mvp[4] = { state.matrix.mvp }; PARAM lightDir = program.env[0]; PARAM qtr = 0.25; PARAM half = 0.5; PARAM one = 1; OUTPUT oPos = result.position; OUTPUT oColor = result.color; OUTPUT oTex0 = result.texcoord[0]; OUTPUT oTex1 = result.texcoord[1]; TEMP binormal; TEMP t; TEMP light_surf; # Transform the vertex by the modelview matrix DP4 oPos.x, mvp[0], iPos; DP4 oPos.y, mvp[1], iPos; DP4 oPos.z, mvp[2], iPos; DP4 oPos.w, mvp[3], iPos; # Compute the binormal--cross product of tangent and normal MOV t, iTangent; MUL binormal, iNormal.zxyw, t.yzxw; MAD binormal, iNormal.yzxw, t.zxyw, -binormal; # Normalization should not be necessary #DP3 binormal.w, binormal, binormal; #RSQ binormal.w, binormal.w; #MUL binormal.xyz, binormal, binormal.w; # Transform the light direction from object space into surface space DP3 light_surf.x, iTangent, lightDir; DP3 light_surf.y, -binormal, lightDir; DP3 light_surf.z, iNormal, lightDir; # Compress the light direction to fit in the primary color and output it MAD oColor, light_surf, qtr, half; MOV oColor.w, one.w; # Output the texture MOV oTex0, iTex0; MOV oTex1, iTex1; END