!!ARBvp1.0 # Toon Shader by James A. McCombe, Tue Jun 17 2003 # # Implements a very crude toon shader. Basically, a simple dot product between a # light direction vector and the vertex normal is performed. The output of this is # used to set the texture coordinates to lookup inside a special texture which # effectively quantises the light intensity into 3 bands. # # Parameters: # program.env[0] - Light direction vector ATTRIB vPosition = vertex.position; ATTRIB vNormal = vertex.normal; PARAM lightDirection = program.env[0]; TEMP t0, transVertex; DP4 result.position.x, state.matrix.mvp.row[0], vPosition; DP4 result.position.y, state.matrix.mvp.row[1], vPosition; DP4 result.position.z, state.matrix.mvp.row[2], vPosition; DP4 result.position.w, state.matrix.mvp.row[3], vPosition; DP3 t0.x, state.matrix.modelview[0].invtrans.row[0], vNormal; DP3 t0.z, state.matrix.modelview[0].invtrans.row[1], vNormal; DP3 t0.y, state.matrix.modelview[0].invtrans.row[2], vNormal; # Dot product of normal and light vector to do tone lookup DP3 t0, t0, lightDirection; SWZ result.texcoord[0], t0, x,1,1,1; # Write the primary vertex color MOV result.color, vertex.color; END