oops, get back setup/data/tools
git-svn-id: svn://svn.icculus.org/netradiant/trunk@60 61c419a2-8eb2-4b30-bcec-8cead039b335
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setup/data/tools/bitmaps/black.bmp
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setup/data/tools/bitmaps/brush_flipx.bmp
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setup/data/tools/bitmaps/brush_flipy.bmp
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setup/data/tools/bitmaps/brush_flipz.bmp
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setup/data/tools/bitmaps/brush_rotatex.bmp
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setup/data/tools/bitmaps/brush_rotatez.bmp
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setup/data/tools/bitmaps/cap_bevel.bmp
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setup/data/tools/bitmaps/cap_cylinder.bmp
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setup/data/tools/bitmaps/cap_endcap.bmp
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setup/data/tools/bitmaps/cap_ibevel.bmp
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setup/data/tools/bitmaps/cap_iendcap.bmp
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setup/data/tools/bitmaps/console.bmp
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setup/data/tools/bitmaps/curve_cap.bmp
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setup/data/tools/bitmaps/dontselectcurve.bmp
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setup/data/tools/bitmaps/dontselectmodel.bmp
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setup/data/tools/bitmaps/ellipsis.bmp
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setup/data/tools/bitmaps/entities.bmp
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setup/data/tools/bitmaps/file_open.bmp
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setup/data/tools/bitmaps/file_save.bmp
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setup/data/tools/bitmaps/icon.bmp
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setup/data/tools/bitmaps/lightinspector.bmp
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setup/data/tools/bitmaps/logo.bmp
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setup/data/tools/bitmaps/modify_edges.bmp
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setup/data/tools/bitmaps/modify_faces.bmp
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setup/data/tools/bitmaps/modify_vertices.bmp
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setup/data/tools/bitmaps/noFalloff.bmp
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setup/data/tools/bitmaps/notex.bmp
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setup/data/tools/bitmaps/patch_bend.bmp
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setup/data/tools/bitmaps/patch_drilldown.bmp
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setup/data/tools/bitmaps/patch_insdel.bmp
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setup/data/tools/bitmaps/patch_showboundingbox.bmp
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setup/data/tools/bitmaps/patch_weld.bmp
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setup/data/tools/bitmaps/patch_wireframe.bmp
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setup/data/tools/bitmaps/popup_selection.bmp
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setup/data/tools/bitmaps/redo.bmp
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setup/data/tools/bitmaps/refresh_models.bmp
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setup/data/tools/bitmaps/scalelockx.bmp
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setup/data/tools/bitmaps/scalelocky.bmp
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setup/data/tools/bitmaps/scalelockz.bmp
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setup/data/tools/bitmaps/select_mouseresize.bmp
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setup/data/tools/bitmaps/select_mouserotate.bmp
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setup/data/tools/bitmaps/select_mousescale.bmp
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setup/data/tools/bitmaps/select_mousetranslate.bmp
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setup/data/tools/bitmaps/selection_csgmerge.bmp
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setup/data/tools/bitmaps/selection_csgsubtract.bmp
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setup/data/tools/bitmaps/selection_makehollow.bmp
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setup/data/tools/bitmaps/selection_selectcompletetall.bmp
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setup/data/tools/bitmaps/selection_selectinside.bmp
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setup/data/tools/bitmaps/selection_selectpartialtall.bmp
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setup/data/tools/bitmaps/selection_selecttouching.bmp
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setup/data/tools/bitmaps/shadernotex.bmp
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setup/data/tools/bitmaps/show_entities.bmp
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setup/data/tools/bitmaps/splash.bmp
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setup/data/tools/bitmaps/texture_browser.bmp
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setup/data/tools/bitmaps/texture_lock.bmp
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setup/data/tools/bitmaps/textures_popup.bmp
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setup/data/tools/bitmaps/undo.bmp
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setup/data/tools/bitmaps/view_cameratoggle.bmp
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setup/data/tools/bitmaps/view_cameraupdate.bmp
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setup/data/tools/bitmaps/view_change.bmp
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setup/data/tools/bitmaps/view_entity.bmp
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setup/data/tools/bitmaps/white.bmp
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setup/data/tools/bitmaps/window1.bmp
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setup/data/tools/bitmaps/window2.bmp
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setup/data/tools/bitmaps/window3.bmp
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setup/data/tools/bitmaps/window4.bmp
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92
setup/data/tools/gl/lighting_DBS_XY_Z_arbfp1.cg
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@ -0,0 +1,92 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "AUTHORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
#include "utils.cg"
|
||||||
|
|
||||||
|
struct cg_vertex2fragment
|
||||||
|
{
|
||||||
|
float4 position : TEXCOORD0;
|
||||||
|
float4 tex_diffuse_bump : TEXCOORD1;
|
||||||
|
float4 tex_specular : TEXCOORD2;
|
||||||
|
float4 tex_atten_xy_z : TEXCOORD3;
|
||||||
|
|
||||||
|
float3 tangent : TEXCOORD4;
|
||||||
|
float3 binormal : TEXCOORD5;
|
||||||
|
float3 normal : TEXCOORD6;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct cg_fragment2final
|
||||||
|
{
|
||||||
|
float4 color : COLOR;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
cg_fragment2final main(cg_vertex2fragment IN,
|
||||||
|
uniform sampler2D diffusemap,
|
||||||
|
uniform sampler2D bumpmap,
|
||||||
|
uniform sampler2D specularmap,
|
||||||
|
uniform sampler2D attenuationmap_xy,
|
||||||
|
uniform sampler2D attenuationmap_z,
|
||||||
|
uniform float3 view_origin,
|
||||||
|
uniform float3 light_origin,
|
||||||
|
uniform float3 light_color,
|
||||||
|
uniform float bump_scale,
|
||||||
|
uniform float specular_exponent)
|
||||||
|
{
|
||||||
|
cg_fragment2final OUT;
|
||||||
|
|
||||||
|
// construct object-space-to-tangent-space 3x3 matrix
|
||||||
|
float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
|
||||||
|
|
||||||
|
// compute view direction in tangent space
|
||||||
|
float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
|
||||||
|
|
||||||
|
// compute light direction in tangent space
|
||||||
|
float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
|
||||||
|
|
||||||
|
// compute half angle in tangent space
|
||||||
|
float3 H = normalize(L + V);
|
||||||
|
|
||||||
|
// compute normal in tangent space from bumpmap
|
||||||
|
float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
|
||||||
|
T.z *= bump_scale;
|
||||||
|
float3 N = normalize(T);
|
||||||
|
|
||||||
|
// compute the diffuse term
|
||||||
|
float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
|
||||||
|
diffuse.rgb *= light_color * saturate(dot(N, L));
|
||||||
|
|
||||||
|
// compute the specular term
|
||||||
|
float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
|
||||||
|
|
||||||
|
// compute attenuation
|
||||||
|
float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
|
||||||
|
float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
|
||||||
|
|
||||||
|
// compute final color
|
||||||
|
OUT.color.rgba = diffuse;
|
||||||
|
OUT.color.rgb += specular;
|
||||||
|
OUT.color.rgb *= attenuation_xy;
|
||||||
|
OUT.color.rgb *= attenuation_z;
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
78
setup/data/tools/gl/lighting_DBS_XY_Z_arbvp1.cg
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|
|
@ -0,0 +1,78 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "AUTHORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
struct cg_app2vertex
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float4 tex0 : ATTR8;
|
||||||
|
|
||||||
|
float3 tangent : ATTR9;
|
||||||
|
float3 binormal : ATTR10;
|
||||||
|
float3 normal : ATTR11;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct cg_vertex2fragment
|
||||||
|
{
|
||||||
|
float4 hposition : POSITION;
|
||||||
|
|
||||||
|
float4 position : TEXCOORD0;
|
||||||
|
float4 tex_diffuse_bump : TEXCOORD1;
|
||||||
|
float4 tex_specular : TEXCOORD2;
|
||||||
|
float4 tex_atten_xy_z : TEXCOORD3;
|
||||||
|
|
||||||
|
float3 tangent : TEXCOORD4;
|
||||||
|
float3 binormal : TEXCOORD5;
|
||||||
|
float3 normal : TEXCOORD6;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
cg_vertex2fragment main(cg_app2vertex IN)
|
||||||
|
{
|
||||||
|
cg_vertex2fragment OUT;
|
||||||
|
|
||||||
|
// transform vertex position into homogenous clip-space
|
||||||
|
OUT.hposition = mul(glstate.matrix.mvp, IN.position);
|
||||||
|
|
||||||
|
// assign position in object space
|
||||||
|
OUT.position = IN.position;
|
||||||
|
|
||||||
|
// transform texcoords
|
||||||
|
OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
|
||||||
|
|
||||||
|
// transform texcoords
|
||||||
|
OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
|
||||||
|
|
||||||
|
// transform texcoords
|
||||||
|
OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
|
||||||
|
|
||||||
|
// transform vertex position into light space
|
||||||
|
OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
|
||||||
|
|
||||||
|
// assign tangent space vectors
|
||||||
|
OUT.tangent = IN.tangent;
|
||||||
|
OUT.binormal = IN.binormal;
|
||||||
|
OUT.normal = IN.normal;
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
86
setup/data/tools/gl/lighting_DBS_omni_fp.glp
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|
|
@ -0,0 +1,86 @@
|
||||||
|
!!ARBfp1.0
|
||||||
|
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
|
||||||
|
# command line args: -profile arbfp1
|
||||||
|
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbfp1.cg
|
||||||
|
# source file: ..\..\setup\data\tools\gl/utils.cg
|
||||||
|
#vendor NVIDIA Corporation
|
||||||
|
#version 1.0.02
|
||||||
|
#profile arbfp1
|
||||||
|
#program main
|
||||||
|
#semantic main.diffusemap
|
||||||
|
#semantic main.bumpmap
|
||||||
|
#semantic main.specularmap
|
||||||
|
#semantic main.attenuationmap_xy
|
||||||
|
#semantic main.attenuationmap_z
|
||||||
|
#semantic main.view_origin
|
||||||
|
#semantic main.light_origin
|
||||||
|
#semantic main.light_color
|
||||||
|
#semantic main.bump_scale
|
||||||
|
#semantic main.specular_exponent
|
||||||
|
#var float4 IN.position : $vin.TEX0 : TEX0 : 0 : 1
|
||||||
|
#var float4 IN.tex_diffuse_bump : $vin.TEX1 : TEX1 : 0 : 1
|
||||||
|
#var float4 IN.tex_specular : $vin.TEX2 : TEX2 : 0 : 1
|
||||||
|
#var float4 IN.tex_atten_xy_z : $vin.TEX3 : TEX3 : 0 : 1
|
||||||
|
#var float3 IN.tangent : $vin.TEX4 : TEX4 : 0 : 1
|
||||||
|
#var float3 IN.binormal : $vin.TEX5 : TEX5 : 0 : 1
|
||||||
|
#var float3 IN.normal : $vin.TEX6 : TEX6 : 0 : 1
|
||||||
|
#var sampler2D diffusemap : : texunit 0 : 1 : 1
|
||||||
|
#var sampler2D bumpmap : : texunit 1 : 2 : 1
|
||||||
|
#var sampler2D specularmap : : texunit 2 : 3 : 1
|
||||||
|
#var sampler2D attenuationmap_xy : : texunit 3 : 4 : 1
|
||||||
|
#var sampler2D attenuationmap_z : : texunit 4 : 5 : 1
|
||||||
|
#var float3 view_origin : : c[4] : 6 : 1
|
||||||
|
#var float3 light_origin : : c[2] : 7 : 1
|
||||||
|
#var float3 light_color : : c[3] : 8 : 1
|
||||||
|
#var float bump_scale : : c[1] : 9 : 1
|
||||||
|
#var float specular_exponent : : c[5] : 10 : 1
|
||||||
|
#var float4 main.color : $vout.COL : COL : -1 : 1
|
||||||
|
#const c[0] = 0.5 2 0
|
||||||
|
PARAM c[6] = { { 0.5, 2, 0 },
|
||||||
|
program.local[1..5] };
|
||||||
|
TEMP R0;
|
||||||
|
TEMP R1;
|
||||||
|
TEMP R2;
|
||||||
|
ADD R1.xyz, -fragment.texcoord[0], c[2];
|
||||||
|
DP3 R0.z, fragment.texcoord[6], R1;
|
||||||
|
DP3 R0.x, fragment.texcoord[4], R1;
|
||||||
|
DP3 R0.y, fragment.texcoord[5], R1;
|
||||||
|
ADD R1.xyz, -fragment.texcoord[0], c[4];
|
||||||
|
DP3 R0.w, R0, R0;
|
||||||
|
DP3 R2.z, fragment.texcoord[6], R1;
|
||||||
|
DP3 R2.x, fragment.texcoord[4], R1;
|
||||||
|
DP3 R2.y, fragment.texcoord[5], R1;
|
||||||
|
RSQ R0.w, R0.w;
|
||||||
|
MUL R1.xyz, R0.w, R0;
|
||||||
|
DP3 R1.w, R2, R2;
|
||||||
|
RSQ R0.w, R1.w;
|
||||||
|
MUL R2.xyz, R0.w, R2;
|
||||||
|
ADD R2.xyz, R1, R2;
|
||||||
|
DP3 R0.w, R2, R2;
|
||||||
|
RSQ R2.w, R0.w;
|
||||||
|
TEX R0.xyz, fragment.texcoord[1].zwzw, texture[1], 2D;
|
||||||
|
ADD R0.xyz, R0, -c[0].x;
|
||||||
|
MUL R0.xyz, R0, c[0].y;
|
||||||
|
MUL R0.z, R0, c[1].x;
|
||||||
|
DP3 R1.w, R0, R0;
|
||||||
|
RSQ R0.w, R1.w;
|
||||||
|
MUL R0.xyz, R0.w, R0;
|
||||||
|
MUL R2.xyz, R2.w, R2;
|
||||||
|
DP3_SAT R0.w, R0, R2;
|
||||||
|
DP3_SAT R0.x, R0, R1;
|
||||||
|
TEX R2.xyz, fragment.texcoord[2], texture[2], 2D;
|
||||||
|
MUL R1.xyz, R2, c[3];
|
||||||
|
POW R0.w, R0.w, c[5].x;
|
||||||
|
MUL R2.xyz, R1, R0.w;
|
||||||
|
MUL R1.xyz, R0.x, c[3];
|
||||||
|
TEX R0, fragment.texcoord[1], texture[0], 2D;
|
||||||
|
MAD R2.xyz, R0, R1, R2;
|
||||||
|
TXP R0.xyz, fragment.texcoord[3], texture[3], 2D;
|
||||||
|
MOV R1.y, c[0].z;
|
||||||
|
MOV R1.x, fragment.texcoord[3].z;
|
||||||
|
TEX R1.xyz, R1, texture[4], 2D;
|
||||||
|
MUL R0.xyz, R2, R0;
|
||||||
|
MUL result.color.xyz, R0, R1;
|
||||||
|
MOV result.color.w, R0;
|
||||||
|
END
|
||||||
|
# 41 instructions, 3 R-regs
|
||||||
73
setup/data/tools/gl/lighting_DBS_omni_fp.glsl
Normal file
|
|
@ -0,0 +1,73 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "CONTRIBUTORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
uniform sampler2D u_diffusemap;
|
||||||
|
uniform sampler2D u_bumpmap;
|
||||||
|
uniform sampler2D u_specularmap;
|
||||||
|
uniform sampler2D u_attenuationmap_xy;
|
||||||
|
uniform sampler2D u_attenuationmap_z;
|
||||||
|
uniform vec3 u_view_origin;
|
||||||
|
uniform vec3 u_light_origin;
|
||||||
|
uniform vec3 u_light_color;
|
||||||
|
uniform float u_bump_scale;
|
||||||
|
uniform float u_specular_exponent;
|
||||||
|
|
||||||
|
varying vec3 var_vertex;
|
||||||
|
varying vec4 var_tex_diffuse_bump;
|
||||||
|
varying vec2 var_tex_specular;
|
||||||
|
varying vec4 var_tex_atten_xy_z;
|
||||||
|
varying mat3 var_mat_os2ts;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// compute view direction in tangent space
|
||||||
|
vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
|
||||||
|
|
||||||
|
// compute light direction in tangent space
|
||||||
|
vec3 L = normalize(var_mat_os2ts * (u_light_origin - var_vertex));
|
||||||
|
|
||||||
|
// compute half angle in tangent space
|
||||||
|
vec3 H = normalize(L + V);
|
||||||
|
|
||||||
|
// compute normal in tangent space from bumpmap
|
||||||
|
vec3 N = 2.0 * (texture2D(u_bumpmap, var_tex_diffuse_bump.pq).xyz - 0.5);
|
||||||
|
N.z *= u_bump_scale;
|
||||||
|
N = normalize(N);
|
||||||
|
|
||||||
|
// compute the diffuse term
|
||||||
|
vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
|
||||||
|
diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
|
||||||
|
|
||||||
|
// compute the specular term
|
||||||
|
vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
|
||||||
|
|
||||||
|
// compute attenuation
|
||||||
|
vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
|
||||||
|
vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
|
||||||
|
|
||||||
|
// compute final color
|
||||||
|
gl_FragColor.rgba = diffuse;
|
||||||
|
gl_FragColor.rgb += specular;
|
||||||
|
gl_FragColor.rgb *= attenuation_xy;
|
||||||
|
gl_FragColor.rgb *= attenuation_z;
|
||||||
|
}
|
||||||
|
|
||||||
410
setup/data/tools/gl/lighting_DBS_omni_vp.glp
Normal file
|
|
@ -0,0 +1,410 @@
|
||||||
|
!!ARBvp1.0
|
||||||
|
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
|
||||||
|
# command line args: -profile arbvp1
|
||||||
|
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbvp1.cg
|
||||||
|
#vendor NVIDIA Corporation
|
||||||
|
#version 1.0.02
|
||||||
|
#profile arbvp1
|
||||||
|
#program main
|
||||||
|
#semantic glstate : STATE
|
||||||
|
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
|
||||||
|
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
|
||||||
|
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
|
||||||
|
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
|
||||||
|
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : c[8], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : c[12], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : c[16], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4 IN.position : $vin.POSITION : POSITION : 0 : 1
|
||||||
|
#var float4 IN.tex0 : $vin.ATTR8 : ATTR8 : 0 : 1
|
||||||
|
#var float3 IN.tangent : $vin.ATTR9 : ATTR9 : 0 : 1
|
||||||
|
#var float3 IN.binormal : $vin.ATTR10 : ATTR10 : 0 : 1
|
||||||
|
#var float3 IN.normal : $vin.ATTR11 : ATTR11 : 0 : 1
|
||||||
|
#var float4 main.hposition : $vout.HPOS : HPOS : -1 : 1
|
||||||
|
#var float4 main.position : $vout.TEX0 : TEX0 : -1 : 1
|
||||||
|
#var float4 main.tex_diffuse_bump : $vout.TEX1 : TEX1 : -1 : 1
|
||||||
|
#var float4 main.tex_specular : $vout.TEX2 : TEX2 : -1 : 1
|
||||||
|
#var float4 main.tex_atten_xy_z : $vout.TEX3 : TEX3 : -1 : 1
|
||||||
|
#var float3 main.tangent : $vout.TEX4 : TEX4 : -1 : 1
|
||||||
|
#var float3 main.binormal : $vout.TEX5 : TEX5 : -1 : 1
|
||||||
|
#var float3 main.normal : $vout.TEX6 : TEX6 : -1 : 1
|
||||||
|
PARAM c[20] = { state.matrix.mvp,
|
||||||
|
state.matrix.texture[0],
|
||||||
|
state.matrix.texture[1],
|
||||||
|
state.matrix.texture[2],
|
||||||
|
state.matrix.texture[3] };
|
||||||
|
TEMP R0;
|
||||||
|
DP4 result.position.w, vertex.position, c[3];
|
||||||
|
DP4 result.position.z, vertex.position, c[2];
|
||||||
|
DP4 result.position.y, vertex.position, c[1];
|
||||||
|
DP4 result.position.x, vertex.position, c[0];
|
||||||
|
DP4 R0.y, vertex.attrib[8], c[9];
|
||||||
|
DP4 R0.x, vertex.attrib[8], c[8];
|
||||||
|
MOV result.texcoord[0], vertex.position;
|
||||||
|
MOV result.texcoord[1].zw, R0.xyxy;
|
||||||
|
DP4 result.texcoord[1].y, vertex.attrib[8], c[5];
|
||||||
|
DP4 result.texcoord[1].x, vertex.attrib[8], c[4];
|
||||||
|
DP4 result.texcoord[2].w, vertex.attrib[8], c[15];
|
||||||
|
DP4 result.texcoord[2].z, vertex.attrib[8], c[14];
|
||||||
|
DP4 result.texcoord[2].y, vertex.attrib[8], c[13];
|
||||||
|
DP4 result.texcoord[2].x, vertex.attrib[8], c[12];
|
||||||
|
DP4 result.texcoord[3].w, vertex.position, c[19];
|
||||||
|
DP4 result.texcoord[3].z, vertex.position, c[18];
|
||||||
|
DP4 result.texcoord[3].y, vertex.position, c[17];
|
||||||
|
DP4 result.texcoord[3].x, vertex.position, c[16];
|
||||||
|
MOV result.texcoord[4].xyz, vertex.attrib[9];
|
||||||
|
MOV result.texcoord[5].xyz, vertex.attrib[10];
|
||||||
|
MOV result.texcoord[6].xyz, vertex.attrib[11];
|
||||||
|
END
|
||||||
|
# 21 instructions, 1 R-regs
|
||||||
58
setup/data/tools/gl/lighting_DBS_omni_vp.glsl
Normal file
|
|
@ -0,0 +1,58 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "CONTRIBUTORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
attribute vec4 attr_TexCoord0;
|
||||||
|
attribute vec3 attr_Tangent;
|
||||||
|
attribute vec3 attr_Binormal;
|
||||||
|
|
||||||
|
varying vec3 var_vertex;
|
||||||
|
varying vec4 var_tex_diffuse_bump;
|
||||||
|
varying vec2 var_tex_specular;
|
||||||
|
varying vec4 var_tex_atten_xy_z;
|
||||||
|
varying mat3 var_mat_os2ts;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// transform vertex position into homogenous clip-space
|
||||||
|
gl_Position = ftransform();
|
||||||
|
|
||||||
|
// assign position in object space
|
||||||
|
var_vertex = gl_Vertex.xyz;
|
||||||
|
|
||||||
|
// transform texcoords into diffusemap texture space
|
||||||
|
var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
|
||||||
|
|
||||||
|
// transform texcoords into bumpmap texture space
|
||||||
|
var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
|
||||||
|
|
||||||
|
// transform texcoords into specularmap texture space
|
||||||
|
var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
|
||||||
|
|
||||||
|
// calc light xy,z attenuation in light space
|
||||||
|
var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
|
||||||
|
|
||||||
|
|
||||||
|
// construct object-space-to-tangent-space 3x3 matrix
|
||||||
|
var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
|
||||||
|
attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
|
||||||
|
attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
|
||||||
|
}
|
||||||
36
setup/data/tools/gl/utils.cg
Normal file
|
|
@ -0,0 +1,36 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "AUTHORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
// fresnel approximation
|
||||||
|
float fast_fresnel(float3 I, float3 N, float3 fresnel_values)
|
||||||
|
{
|
||||||
|
float power = fresnel_values.x;
|
||||||
|
float scale = fresnel_values.y;
|
||||||
|
float bias = fresnel_values.z;
|
||||||
|
|
||||||
|
return bias + pow(1.0 - dot(I, N), power) * scale;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 CG_Expand(float3 v)
|
||||||
|
{
|
||||||
|
return (v - 0.5) * 2; // expand a range-compressed vector
|
||||||
|
}
|
||||||
47
setup/data/tools/gl/zfill_arbfp1.cg
Normal file
|
|
@ -0,0 +1,47 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Copyright (C) 2003, 2004 contributors of the XreaL project
|
||||||
|
Please see the file "AUTHORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
struct cg_vertex2fragment
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float4 tex0 : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct cg_fragment2final
|
||||||
|
{
|
||||||
|
float4 color : COLOR;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
cg_fragment2final main(in cg_vertex2fragment IN,
|
||||||
|
uniform sampler2D colormap)
|
||||||
|
{
|
||||||
|
cg_fragment2final OUT;
|
||||||
|
|
||||||
|
OUT.color.w = tex2D(colormap, IN.tex0.xy).a;
|
||||||
|
|
||||||
|
OUT.color.xyz = 0;
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
49
setup/data/tools/gl/zfill_arbvp1.cg
Normal file
|
|
@ -0,0 +1,49 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Copyright (C) 2003, 2004 contributors of the XreaL project
|
||||||
|
Please see the file "AUTHORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
struct cg_app2vertex
|
||||||
|
{
|
||||||
|
float4 position : ATTR0;
|
||||||
|
float4 texcoord0 : ATTR8;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct cg_vertex2fragment
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float4 tex0 : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
cg_vertex2fragment main(cg_app2vertex IN)
|
||||||
|
{
|
||||||
|
cg_vertex2fragment OUT;
|
||||||
|
|
||||||
|
// transform vertex position into homogenous clip-space
|
||||||
|
OUT.position = mul(glstate.matrix.mvp, IN.position);
|
||||||
|
|
||||||
|
// transform texcoords into 1st texture space
|
||||||
|
OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
19
setup/data/tools/gl/zfill_fp.glp
Normal file
|
|
@ -0,0 +1,19 @@
|
||||||
|
!!ARBfp1.0
|
||||||
|
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
|
||||||
|
# command line args: -profile arbfp1
|
||||||
|
# source file: ..\..\setup\data\tools\gl\zfill_arbfp1.cg
|
||||||
|
#vendor NVIDIA Corporation
|
||||||
|
#version 1.0.02
|
||||||
|
#profile arbfp1
|
||||||
|
#program main
|
||||||
|
#semantic main.colormap
|
||||||
|
#var float4 IN.position : : : 0 : 0
|
||||||
|
#var float4 IN.tex0 : $vin.TEX0 : TEX0 : 0 : 1
|
||||||
|
#var sampler2D colormap : : texunit 0 : 1 : 1
|
||||||
|
#var float4 main.color : $vout.COL : COL : -1 : 1
|
||||||
|
#const c[0] = 0
|
||||||
|
PARAM c[1] = { { 0 } };
|
||||||
|
MOV result.color.xyz, c[0].x;
|
||||||
|
TEX result.color.w, fragment.texcoord[0], texture[0], 2D;
|
||||||
|
END
|
||||||
|
# 2 instructions, 0 R-regs
|
||||||
29
setup/data/tools/gl/zfill_fp.glsl
Normal file
|
|
@ -0,0 +1,29 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "CONTRIBUTORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
uniform sampler2D u_colormap;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_FragColor.a = texture2D(u_colormap, gl_TexCoord[0].st).a;
|
||||||
|
gl_FragColor.rgb = vec3(0.0, 0.0, 0.0);
|
||||||
|
}
|
||||||
384
setup/data/tools/gl/zfill_vp.glp
Normal file
|
|
@ -0,0 +1,384 @@
|
||||||
|
!!ARBvp1.0
|
||||||
|
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
|
||||||
|
# command line args: -profile arbvp1
|
||||||
|
# source file: ..\..\setup\data\tools\gl\zfill_arbvp1.cg
|
||||||
|
#vendor NVIDIA Corporation
|
||||||
|
#version 1.0.02
|
||||||
|
#profile arbvp1
|
||||||
|
#program main
|
||||||
|
#semantic glstate : STATE
|
||||||
|
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
|
||||||
|
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
|
||||||
|
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
|
||||||
|
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
|
||||||
|
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
|
||||||
|
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
|
||||||
|
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
|
||||||
|
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
|
||||||
|
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
|
||||||
|
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
|
||||||
|
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
|
||||||
|
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
|
||||||
|
#var float4 IN.position : $vin.ATTR0 : ATTR0 : 0 : 1
|
||||||
|
#var float4 IN.texcoord0 : $vin.ATTR8 : ATTR8 : 0 : 1
|
||||||
|
#var float4 main.position : $vout.HPOS : HPOS : -1 : 1
|
||||||
|
#var float4 main.tex0 : $vout.TEX0 : TEX0 : -1 : 1
|
||||||
|
PARAM c[8] = { state.matrix.mvp,
|
||||||
|
state.matrix.texture[0] };
|
||||||
|
DP4 result.position.w, vertex.attrib[0], c[3];
|
||||||
|
DP4 result.position.z, vertex.attrib[0], c[2];
|
||||||
|
DP4 result.position.y, vertex.attrib[0], c[1];
|
||||||
|
DP4 result.position.x, vertex.attrib[0], c[0];
|
||||||
|
DP4 result.texcoord[0].w, vertex.attrib[8], c[7];
|
||||||
|
DP4 result.texcoord[0].z, vertex.attrib[8], c[6];
|
||||||
|
DP4 result.texcoord[0].y, vertex.attrib[8], c[5];
|
||||||
|
DP4 result.texcoord[0].x, vertex.attrib[8], c[4];
|
||||||
|
END
|
||||||
|
# 8 instructions, 0 R-regs
|
||||||
35
setup/data/tools/gl/zfill_vp.glsl
Normal file
|
|
@ -0,0 +1,35 @@
|
||||||
|
/// ============================================================================
|
||||||
|
/*
|
||||||
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
||||||
|
Please see the file "CONTRIBUTORS" for a list of contributors
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU Lesser General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
|
||||||
|
See the GNU Lesser General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
/// ============================================================================
|
||||||
|
|
||||||
|
attribute vec4 attr_TexCoord0;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// transform vertex position into homogenous clip-space
|
||||||
|
gl_Position = ftransform();
|
||||||
|
|
||||||
|
// transform texcoords
|
||||||
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
|
|
||||||
|
// assign color
|
||||||
|
gl_FrontColor = gl_Color;
|
||||||
|
}
|
||||||
11
setup/data/tools/global.xlink
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
|
||||||
|
<!-- generated by Radiant setup, modify at your own risks -->
|
||||||
|
<links>
|
||||||
|
<item name="Web Links & Misc" url="links.htm"/>
|
||||||
|
<item name="GtkRadiant Bugzilla - Report Bug" url="http://zerowing.idsoftware.com/bugzilla/index.cgi"/>
|
||||||
|
<item name="q3map2 handbook (web)" url="http://shaderlab.com/q3map2/manual/default.htm"/>
|
||||||
|
<item name="ETB documentation (web)" url="http://www.map-craft.com/modules.php?name=ETB"/>
|
||||||
|
<item name="ChangeLog" url="changelog.txt"/>
|
||||||
|
<item name="Q3Map2 ChangeLog" url="changelog.q3map2.txt"/>
|
||||||
|
<item name="Credits" url="credits.html"/>
|
||||||
|
</links>
|
||||||
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_caulk.bmp
Normal file
|
After Width: | Height: | Size: 320 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_cleanup.bmp
Normal file
|
After Width: | Height: | Size: 316 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_dropent.bmp
Normal file
|
After Width: | Height: | Size: 312 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_merge.bmp
Normal file
|
After Width: | Height: | Size: 312 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_poly.bmp
Normal file
|
After Width: | Height: | Size: 320 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_split.bmp
Normal file
|
After Width: | Height: | Size: 312 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_trainpathplot.bmp
Normal file
|
After Width: | Height: | Size: 324 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_treeplanter.bmp
Normal file
|
After Width: | Height: | Size: 356 B |
BIN
setup/data/tools/plugins/bitmaps/bobtoolz_turnedge.bmp
Normal file
|
After Width: | Height: | Size: 332 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_actorclip.bmp
Normal file
|
After Width: | Height: | Size: 494 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level1.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level2.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level3.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level4.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level5.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level6.bmp
Normal file
|
After Width: | Height: | Size: 198 B |
BIN
setup/data/tools/plugins/bitmaps/ufoai_level7.bmp
Normal file
|
After Width: | Height: | Size: 198 B |