/* Set to one to test ARB_fog_linear program option */
#define DO_FRAGMENT_FOG 0
+static void normalize (GLfloat *dst, const GLfloat *src)
+{
+ GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
+ dst[0] = src[0] / len;
+ dst[1] = src[1] / len;
+ dst[2] = src[2] / len;
+}
static void Redisplay( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if (PixelLight) {
+ GLfloat pos[4];
+
+ normalize( pos, LightPos );
+ pos[3] = LightPos[3];
glProgramLocalParameter4fvARB_func(GL_FRAGMENT_PROGRAM_ARB,
- LIGHTPOS, LightPos);
+ LIGHTPOS, pos);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glEnable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_LIGHTING);
"PARAM Diffuse = state.material.diffuse; \n"
"PARAM Specular = state.material.specular; \n"
"PARAM LightPos = program.local[3]; \n"
- "TEMP lightDir, normal, len; \n"
+ "TEMP normal, len; \n"
"TEMP dotProd, specAtten; \n"
"TEMP diffuseColor, specularColor; \n"
- "# Compute normalized light direction \n"
- "DP3 len.x, LightPos, LightPos; \n"
- "RSQ len.y, len.x; \n"
- "MUL lightDir, LightPos, len.y; \n"
-
"# Compute normalized normal \n"
"DP3 len.x, fragment.texcoord[0], fragment.texcoord[0]; \n"
"RSQ len.y, len.x; \n"
- "MUL normal, fragment.texcoord[0], len.y; \n"
+ "MUL normal.xyz, fragment.texcoord[0], len.y; \n"
"# Compute dot product of light direction and normal vector\n"
- "DP3_SAT dotProd, lightDir, normal; # limited to [0,1]\n"
+ "DP3_SAT dotProd.x, LightPos, normal; # limited to [0,1]\n"
- "MUL diffuseColor, Diffuse, dotProd; # diffuse attenuation\n"
+ "MUL diffuseColor.xyz, Diffuse, dotProd.x; # diffuse attenuation\n"
"POW specAtten.x, dotProd.x, {20.0}.x; # specular exponent\n"
- "MUL specularColor, Specular, specAtten.x; # specular attenuation\n"
+ "MUL specularColor.xyz, Specular, specAtten.x; # specular attenuation\n"
+ "MOV result.color.w, Diffuse; \n"
#if DO_FRAGMENT_FOG
"# need to clamp color to [0,1] before fogging \n"
- "ADD_SAT result.color, diffuseColor, specularColor; # add colors\n"
+ "ADD_SAT result.color.xyz, diffuseColor, specularColor; # add colors\n"
#else
"# clamping will be done after program's finished \n"
- "ADD result.color, diffuseColor, specularColor; # add colors\n"
+ "ADD result.color.xyz, diffuseColor, specularColor; # add colors\n"
#endif
"END \n"
;