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author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 14:25:59 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 14:25:59 +0000 |
commit | 2c0b722536a4ec2f723c289b695b983741c678f8 (patch) | |
tree | 650e06f5837b7995a60bf51b47f5ec9de4ee9ebe /packages/noncvs/windows/extra/Gem/examples/data/toon.vp | |
parent | 69101e6e7eb00acaee619d4aa815d4a85925cc60 (diff) |
commit windows binaries from old rsync auto-build setup, including Gem 0.93.1
svn path=/trunk/; revision=16520
Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/data/toon.vp')
-rw-r--r-- | packages/noncvs/windows/extra/Gem/examples/data/toon.vp | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/data/toon.vp b/packages/noncvs/windows/extra/Gem/examples/data/toon.vp new file mode 100644 index 00000000..621670b6 --- /dev/null +++ b/packages/noncvs/windows/extra/Gem/examples/data/toon.vp @@ -0,0 +1,36 @@ +!!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 |