- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
36 lines
1.2 KiB
Text
36 lines
1.2 KiB
Text
!!ARBvp1.0
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# Toon Shader by James A. McCombe, Tue Jun 17 2003
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#
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# Implements a very crude toon shader. Basically, a simple dot product between a
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# light direction vector and the vertex normal is performed. The output of this is
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# used to set the texture coordinates to lookup inside a special texture which
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# effectively quantises the light intensity into 3 bands.
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#
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# Parameters:
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# program.env[0] - Light direction vector
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ATTRIB vPosition = vertex.position;
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ATTRIB vNormal = vertex.normal;
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PARAM lightDirection = program.env[0];
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TEMP t0, transVertex;
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DP4 result.position.x, state.matrix.mvp.row[0], vPosition;
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DP4 result.position.y, state.matrix.mvp.row[1], vPosition;
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DP4 result.position.z, state.matrix.mvp.row[2], vPosition;
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DP4 result.position.w, state.matrix.mvp.row[3], vPosition;
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DP3 t0.x, state.matrix.modelview[0].invtrans.row[0], vNormal;
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DP3 t0.z, state.matrix.modelview[0].invtrans.row[1], vNormal;
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DP3 t0.y, state.matrix.modelview[0].invtrans.row[2], vNormal;
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# Dot product of normal and light vector to do tone lookup
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DP3 t0, t0, lightDirection;
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SWZ result.texcoord[0], t0, x,1,1,1;
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# Write the primary vertex color
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MOV result.color, vertex.color;
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END
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