1!!ARBvp1.0
2
3# Night texture lighting
4
5ATTRIB iPos          = vertex.position;
6ATTRIB iNormal       = vertex.normal;
7ATTRIB iTex0         = vertex.texcoord[0];
8PARAM  mvp[4]        = { state.matrix.mvp };
9PARAM  lightDir0     = program.env[0];
10PARAM  diffuse       = program.env[2];
11PARAM  lightDir1     = program.env[18];
12PARAM  zeroVec       = { 0, 0, 0, 0 };
13PARAM  one           = 1;
14OUTPUT oPos          = result.position;
15OUTPUT oColor        = result.color;
16OUTPUT oTex0         = result.texcoord[0];
17
18TEMP   diffuseFactor;
19TEMP   diffuseSum;
20
21# Transform the vertex by the modelview matrix
22DP4   oPos.x, mvp[0], iPos;
23DP4   oPos.y, mvp[1], iPos;
24DP4   oPos.z, mvp[2], iPos;
25DP4   oPos.w, mvp[3], iPos;
26
27# Compute the illumination from the first light source
28DP3   diffuseFactor, iNormal, lightDir0;
29MAX   diffuseFactor, diffuseFactor, zeroVec;
30MOV   diffuseSum, diffuseFactor;
31
32# Compute the illumination from the second light source
33DP3   diffuseFactor, iNormal, lightDir1;
34MAX   diffuseFactor, diffuseFactor, zeroVec;
35ADD   diffuseSum, diffuseSum, diffuseFactor;
36
37# Use the fourth power of L dot N to create a sharper division between
38# the lit and unlit sides of the planet.
39ADD   diffuseSum, one, -diffuseSum;
40MUL   diffuseSum, diffuseSum, diffuseSum;
41MAD   diffuseSum, diffuseSum, -diffuseSum, one;
42
43# Output the texture
44MOV   oTex0, iTex0;
45# Output the primary color
46MUL   oColor, diffuse, diffuseSum;
47
48END
49
50