!!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