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TBC Shading
fallenoak edited this page Sep 10, 2016
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7 revisions
Permutation 2
!!ARBvp1.0
PARAM c1 = { 0, 1, 0, 0 };
PARAM c0 = { 0, 1, 2, 0 };
TEMP R0;
ATTRIB v19 = vertex.color;
ATTRIB v24 = vertex.texcoord[0];
ATTRIB v7 = vertex.attrib[7];
ATTRIB v17 = vertex.weight;
ATTRIB v18 = vertex.normal;
ATTRIB v16 = vertex.position;
PARAM c6[4] = { program.local[6..9] };
PARAM c2[4] = { program.local[2..5] };
PARAM c31[3] = { program.local[31..33] };
MOV result.color.front.primary, v19;
MOV result.color.front.secondary, c0.x;
MOV result.fogcoord.x, c0.x;
DP4 R0.x, c31[0], v16;
DP4 R0.y, c31[1], v16;
DP4 R0.z, c31[2], v16;
MOV R0.w, c0.y;
DP4 result.position.x, c2[0], R0;
DP4 result.position.y, c2[1], R0;
DP4 result.position.z, c2[2], R0;
DP4 result.position.w, c2[3], R0;
DP4 result.texcoord[0].x, c6[0], v24;
DP4 result.texcoord[0].y, c6[1], v24;
MOV result.texcoord[0].zw, c1.xyxy;
END
# permutation:2 -DBONE_INFLUENCES=0 -DLIGHTS=0 -DLIGHT_ENABLE=0 -DSPEC_ENABLE=0 -DVERTEX_COLOR_ENABLE=1 -DFOG_ENABLE=0
Permutation 10
!!ARBvp1.0
PARAM c1 = { 0, 1, 0, 0 };
PARAM c0 = { 0, 1, 2, 0 };
TEMP R0;
ATTRIB v19 = vertex.color;
ATTRIB v24 = vertex.texcoord[0];
ATTRIB v7 = vertex.attrib[7];
ATTRIB v17 = vertex.weight;
ATTRIB v18 = vertex.normal;
ATTRIB v16 = vertex.position;
PARAM c6[4] = { program.local[6..9] };
PARAM c28[2] = { program.local[28..29] };
PARAM c11 = program.local[11];
PARAM c10 = program.local[10];
PARAM c12 = program.local[12];
PARAM c2[4] = { program.local[2..5] };
PARAM c31[3] = { program.local[31..33] };
MOV result.color.front.secondary, c0.x;
MOV result.fogcoord.x, c0.x;
DP4 R0.x, c31[0], v16;
DP4 R0.y, c31[1], v16;
DP4 R0.z, c31[2], v16;
MOV R0.w, c0.y;
DP4 result.position.x, c2[0], R0;
DP4 result.position.y, c2[1], R0;
DP4 result.position.z, c2[2], R0;
DP4 result.position.w, c2[3], R0;
DP3 R0.y, c31[0].xyzx, v18.xyzx;
DP3 R0.z, c31[1].xyzx, v18.xyzx;
DP3 R0.w, c31[2].xyzx, v18.xyzx;
DP3 R0.x, R0.yzwy, R0.yzwy;
RSQ R0.x, R0.x;
MUL R0.xyz, R0.x, R0.yzwy;
DP3 R0.x, -c12.xyzx, R0.xyzx; # R0.x = dot(-lightDir, normal);
MIN R0.x, c0.y, R0.x; # R0.x = min(R0.x, 1);
MAX R0.w, c0.x, R0.x; # R0.w = saturate(dot(-lightDir, normal));
MOV R0.xyz, c10; # R0.xyz = diffuse.rgb;
MAD R0.xyz, R0.w, R0.xyzx, c11.xyzx; # R0.xyz = (R0.w * diffuse.rgb) + ambient.rgb;
MOV R0.w, c0.y; # R0.w = 1.0;
MAD result.color.front.primary, v19, R0, c28[1]; # primary = (vertex.color * R0) + c28[1];
DP4 result.texcoord[0].x, c6[0], v24;
DP4 result.texcoord[0].y, c6[1], v24;
MOV result.texcoord[0].zw, c1.xyxy;
END
# permutation:10 -DBONE_INFLUENCES=0 -DLIGHTS=0 -DLIGHT_ENABLE=1 -DSPEC_ENABLE=0 -DVERTEX_COLOR_ENABLE=1 -DFOG_ENABLE=0
!!ARBfp1.0
TEMP R0;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MUL result.color.xyz, fragment.color.primary, R0;
MOV result.color.w, fragment.color.primary;
END
!!ARBfp1.0
TEMP R0;
TEMP R1;
MOV R0.x, fragment.color.primary.w;
MUL R1.xyz, fragment.color.secondary, R0.x;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MAD result.color.xyz, fragment.color.primary, R0, R1;
MOV result.color.w, fragment.color.primary;
END
-
fragment.color.primary
: lighting (both mocv and sun light) -
fragment.color.secondary
: specular term (only seems to be set when LIGHT_ENABLED and SPEC_ENABLED are set in the vertex shader
main() {
vec4 sampled0 = texture(textures[0], coordinates[0]);
vec4 result;
result.rgb = vertexColor.rgb * sampled0.rgb + (light.rgb * vertexColor.a);
result.a = vertexColor.a;
}