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Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/data/toon.vp')
-rw-r--r--packages/noncvs/windows/extra/Gem/examples/data/toon.vp72
1 files changed, 36 insertions, 36 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/data/toon.vp b/packages/noncvs/windows/extra/Gem/examples/data/toon.vp
index 621670b6..12a6c895 100644
--- a/packages/noncvs/windows/extra/Gem/examples/data/toon.vp
+++ b/packages/noncvs/windows/extra/Gem/examples/data/toon.vp
@@ -1,36 +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
+!!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