!!ARBvp1.0 # # Fragment program to ... # # Orion Sky Lawlor, olawlor@acm.org, 2005/2/7 (Public Domain) # # Standard vertex shader header: multiply by mvp PARAM mvp[4] = { state.matrix.mvp }; # MODELVIEW and PROJECTION matrix product # Map vertex to clip coordinates, by multiplying it by mvp matrix: DP4 result.position.x, mvp[0], vertex.position; DP4 result.position.y, mvp[1], vertex.position; DP4 result.position.z, mvp[2], vertex.position; DP4 result.position.w, mvp[3], vertex.position; PARAM mvi[4] = { state.matrix.modelview[1] }; TEMP world; DP4 world.x, mvi[0], vertex.position; DP4 world.y, mvi[1], vertex.position; DP4 world.z, mvi[2], vertex.position; MOV world.w, {1,1,1,1}; MOV result.texcoord[4],world; # world-space position MOV result.texcoord[0],vertex.texcoord[0]; # world-space position END