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!!ARBvp1.0
ATTRIB pos = vertex.position;
PARAM mat[4] = { state.matrix.mvp };
PARAM mat2[4] = { state.matrix.program[0] };
OUTPUT opos = result.position;
TEMP temp,temp2;
TEMP modpos;
#calculate output position
MUL modpos, pos, {1,-0.8,1,1};
DP4 opos.x, modpos, mat[0];
DP4 opos.y, modpos, mat[1];
DP4 opos.z, modpos, mat[2];
DP4 opos.w, modpos, mat[3];
DP4 result.fogcoord.x, pos, mat[2];
MOV result.color, vertex.color;
#calculate texture coords
MAD result.texcoord[0], pos.xzyw, program.env[12], program.env[11]; #main texture
MUL result.texcoord[1], pos.xzyw, program.env[10]; #shade texture
MAD result.texcoord[2], pos.xzyw, program.env[14], program.env[13]; #detail texture
MOV result.texcoord[2].z, pos.y;
MUL result.texcoord[3], pos.xzyw, program.env[10]; #info texture
END
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