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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /media/opengl.vsh | |
| download | irrlicht-master.tar.gz irrlicht-master.tar.bz2 irrlicht-master.zip | |
Diffstat (limited to 'media/opengl.vsh')
| -rw-r--r-- | media/opengl.vsh | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/media/opengl.vsh b/media/opengl.vsh new file mode 100644 index 0000000..9cd71bf --- /dev/null +++ b/media/opengl.vsh @@ -0,0 +1,60 @@ +!!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
\ No newline at end of file |
