// glslv profile log: // (83) : warning C7011: implicit cast from "float4" to "float3" // (84) : warning C7011: implicit cast from "float4" to "float3" // 98 lines, 2 warnings, 0 errors. // glslf profile log: // (83) : warning C7011: implicit cast from "float4" to "float3" // (84) : warning C7011: implicit cast from "float4" to "float3" // 98 lines, 2 warnings, 0 errors. // glslv output by Cg compiler // cgc version 2.0.0010, build date Dec 12 2007 // command line args: -profile glslv //vendor NVIDIA Corporation //version 2.0.0.10 //profile glslv //program vertexShaderFunction //semantic world : WORLD //semantic worldViewProjection : WORLDVIEWPROJECTION //semantic lightWorldPos //semantic lightColor //semantic clipHeight //semantic viewInverse : VIEWINVERSE //semantic worldInverseTranspose : WORLDINVERSETRANSPOSE //semantic emissive //semantic ambient //semantic diffuseSampler //semantic specular //semantic bumpSampler //semantic shininess //var float4x4 world : WORLD : _ZZ2Sworld[0], 4 : -1 : 1 //var float4x4 worldViewProjection : WORLDVIEWPROJECTION : _ZZ2SworldViewProjection[0], 4 : -1 : 1 //var float3 lightWorldPos : : : -1 : 0 //var float4 lightColor : : : -1 : 0 //var float clipHeight : : : -1 : 0 //var float4x4 viewInverse : VIEWINVERSE : , 4 : -1 : 0 //var float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE : _ZZ2SworldInverseTranspose[0], 4 : -1 : 1 //var float4 emissive : : : -1 : 0 //var float4 ambient : : : -1 : 0 //var sampler2D diffuseSampler : : : -1 : 0 //var float4 specular : : : -1 : 0 //var sampler2D bumpSampler : : : -1 : 0 //var float shininess : : : -1 : 0 //var float4 input.position : $vin.POSITION : POSITION : 0 : 1 //var float4 input.normal : $vin.ATTR8 : $_ZZ3SZaTMP29 : 0 : 1 //var float2 input.diffuseUV : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1 //var float3 input.tangent : $vin.ATTR9 : $_ZZ3SZaTMP30 : 0 : 1 //var float3 input.binormal : $vin.ATTR10 : $_ZZ3SZaTMP31 : 0 : 1 //var float4 vertexShaderFunction.position : $vout.POSITION : POSITION : -1 : 1 //var float2 vertexShaderFunction.diffuseUV : $vout.TEXCOORD0 : TEXCOORD0 : -1 : 1 //var float3 vertexShaderFunction.tangent : $vout.TEXCOORD1 : TEXCOORD1 : -1 : 1 //var float3 vertexShaderFunction.binormal : $vout.TEXCOORD2 : TEXCOORD2 : -1 : 1 //var float4 vertexShaderFunction.worldPosition : $vout.TEXCOORD3 : TEXCOORD3 : -1 : 1 //var float3 vertexShaderFunction.normal : $vout.TEXCOORD4 : TEXCOORD4 : -1 : 1 attribute vec4 position; attribute vec4 texcoord0; vec4 _glPositionTemp; uniform vec4 dx_clipping; struct InVertex { vec4 position; vec4 normal; vec2 diffuseUV; vec3 tangent; vec3 binormal; }; struct OutVertex { vec4 position; vec2 diffuseUV; vec3 tangent; vec3 binormal; vec4 worldPosition; vec3 normal; }; OutVertex _ZZ3Sret_0; vec4 _ZZ3SrZh0020; vec4 _ZZ3SrZh0022; vec4 _ZZ3SrZh0024; vec4 _ZZ3SvZh0024; vec4 _ZZ3SrZh0026; vec4 _ZZ3SvZh0026; vec4 _ZZ3SrZh0028; vec4 _ZZ3SvZh0028; attribute vec4 normal; attribute vec4 tangent; attribute vec4 binormal; uniform mat4 world; uniform mat4 worldViewProjection; uniform mat4 worldInverseTranspose; // main procedure, the original name was vertexShaderFunction void main() { _ZZ3SrZh0020 = position.x*worldViewProjection[0]; _ZZ3SrZh0020 = _ZZ3SrZh0020 + position.y*worldViewProjection[1]; _ZZ3SrZh0020 = _ZZ3SrZh0020 + position.z*worldViewProjection[2]; _ZZ3SrZh0020 = _ZZ3SrZh0020 + position.w*worldViewProjection[3]; _ZZ3SrZh0022 = position.x*world[0]; _ZZ3SrZh0022 = _ZZ3SrZh0022 + position.y*world[1]; _ZZ3SrZh0022 = _ZZ3SrZh0022 + position.z*world[2]; _ZZ3SrZh0022 = _ZZ3SrZh0022 + position.w*world[3]; _ZZ3SvZh0024 = vec4(normal.x, normal.y, normal.z, 0.00000000E+00); _ZZ3SrZh0024 = _ZZ3SvZh0024.x*worldInverseTranspose[0]; _ZZ3SrZh0024 = _ZZ3SrZh0024 + _ZZ3SvZh0024.y*worldInverseTranspose[1]; _ZZ3SrZh0024 = _ZZ3SrZh0024 + _ZZ3SvZh0024.z*worldInverseTranspose[2]; _ZZ3SrZh0024 = _ZZ3SrZh0024 + _ZZ3SvZh0024.w*worldInverseTranspose[3]; _ZZ3SrZh0024.xyz; _ZZ3SvZh0026 = vec4(binormal.x, binormal.y, binormal.z, 0.00000000E+00); _ZZ3SrZh0026 = _ZZ3SvZh0026.x*worldInverseTranspose[0]; _ZZ3SrZh0026 = _ZZ3SrZh0026 + _ZZ3SvZh0026.y*worldInverseTranspose[1]; _ZZ3SrZh0026 = _ZZ3SrZh0026 + _ZZ3SvZh0026.z*worldInverseTranspose[2]; _ZZ3SrZh0026 = _ZZ3SrZh0026 + _ZZ3SvZh0026.w*worldInverseTranspose[3]; _ZZ3SrZh0026.xyz; _ZZ3SvZh0028 = vec4(tangent.x, tangent.y, tangent.z, 0.00000000E+00); _ZZ3SrZh0028 = _ZZ3SvZh0028.x*worldInverseTranspose[0]; _ZZ3SrZh0028 = _ZZ3SrZh0028 + _ZZ3SvZh0028.y*worldInverseTranspose[1]; _ZZ3SrZh0028 = _ZZ3SrZh0028 + _ZZ3SvZh0028.z*worldInverseTranspose[2]; _ZZ3SrZh0028 = _ZZ3SrZh0028 + _ZZ3SvZh0028.w*worldInverseTranspose[3]; _ZZ3SrZh0028.xyz; _ZZ3Sret_0.position = _ZZ3SrZh0020; _ZZ3Sret_0.diffuseUV = texcoord0.xy; _ZZ3Sret_0.tangent = _ZZ3SrZh0028.xyz; _ZZ3Sret_0.binormal = _ZZ3SrZh0026.xyz; _ZZ3Sret_0.worldPosition = _ZZ3SrZh0022; _ZZ3Sret_0.normal = _ZZ3SrZh0024.xyz; gl_TexCoord[0].xy = texcoord0.xy; gl_TexCoord[2].xyz = _ZZ3SrZh0026.xyz; _glPositionTemp = _ZZ3SrZh0020; gl_Position = vec4(_glPositionTemp.x + _glPositionTemp.w * dx_clipping.x, dx_clipping.w * (_glPositionTemp.y + _glPositionTemp.w * dx_clipping.y), _glPositionTemp.z * 2.0 - _glPositionTemp.w, _glPositionTemp.w); gl_TexCoord[4].xyz = _ZZ3SrZh0024.xyz; gl_TexCoord[1].xyz = _ZZ3SrZh0028.xyz; gl_TexCoord[3] = _ZZ3SrZh0022; return; } // main end // #o3d SplitMarker // #o3d MatrixLoadOrder RowMajor // glslf output by Cg compiler // cgc version 2.0.0010, build date Dec 12 2007 // command line args: -profile glslf //vendor NVIDIA Corporation //version 2.0.0.10 //profile glslf //program pixelShaderFunction //semantic world : WORLD //semantic worldViewProjection : WORLDVIEWPROJECTION //semantic lightWorldPos //semantic lightColor //semantic clipHeight //semantic viewInverse : VIEWINVERSE //semantic worldInverseTranspose : WORLDINVERSETRANSPOSE //semantic emissive //semantic ambient //semantic diffuseSampler //semantic specular //semantic bumpSampler //semantic shininess //var float4x4 world : WORLD : , 4 : -1 : 0 //var float4x4 worldViewProjection : WORLDVIEWPROJECTION : , 4 : -1 : 0 //var float3 lightWorldPos : : _ZZ2SlightWorldPos : -1 : 1 //var float4 lightColor : : _ZZ2SlightColor : -1 : 1 //var float clipHeight : : _ZZ2SclipHeight : -1 : 1 //var float4x4 viewInverse : VIEWINVERSE : _ZZ2SviewInverse[0], 4 : -1 : 1 //var float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE : , 4 : -1 : 0 //var float4 emissive : : _ZZ2Semissive : -1 : 1 //var float4 ambient : : _ZZ2Sambient : -1 : 1 //var sampler2D diffuseSampler : : _ZZ2SdiffuseSampler : -1 : 1 //var float4 specular : : _ZZ2Sspecular : -1 : 1 //var sampler2D bumpSampler : : _ZZ2SbumpSampler : -1 : 1 //var float shininess : : _ZZ2Sshininess : -1 : 1 //var float2 input.diffuseUV : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1 //var float3 input.tangent : $vin.TEXCOORD1 : TEXCOORD1 : 0 : 1 //var float3 input.binormal : $vin.TEXCOORD2 : TEXCOORD2 : 0 : 1 //var float4 input.worldPosition : $vin.TEXCOORD3 : TEXCOORD3 : 0 : 1 //var float3 input.normal : $vin.TEXCOORD4 : TEXCOORD4 : 0 : 1 //var float4 pixelShaderFunction : $vout.COLOR : COLOR : -1 : 1 struct InVertex { vec4 normal; vec2 diffuseUV; vec3 tangent; vec3 binormal; }; struct OutVertex { vec2 diffuseUV; vec3 tangent; vec3 binormal; vec4 worldPosition; vec3 normal; }; vec4 _ZZ3Sret_0; vec3 _ZZ3SrZh0026; vec3 _ZZ3SZDtemp27; float _ZZ3SxZh0032; vec3 _ZZ3SZDtemp33; vec3 _ZZ3SvZh0034; float _ZZ3SxZh0038; vec4 _ZZ3SZDtemp39; vec4 _ZZ3SvZh0040; float _ZZ3SxZh0044; vec3 _ZZ3SZDtemp45; vec3 _ZZ3SvZh0046; float _ZZ3SxZh0050; vec4 _ZZ3StmpZh0056; float _ZZ3SndotlZh0056; float _ZZ3SndothZh0056; vec4 _ZZ3SZDtemp57; float _ZZ3SspecularZh0058; float _ZZ3SxZh0062; uniform vec3 lightWorldPos; uniform vec4 lightColor; uniform float clipHeight; uniform mat4 viewInverse; uniform vec4 emissive; uniform vec4 ambient; uniform sampler2D diffuseSampler; uniform vec4 specular; uniform sampler2D bumpSampler; uniform float shininess; // main procedure, the original name was pixelShaderFunction void main() { vec4 _ZZ4Sdiffuse; vec3 _ZZ4StangentNormal; float _ZZ4Salpha; vec3 _ZZ4SZaTMP4; _ZZ4Sdiffuse = texture2D(diffuseSampler, gl_TexCoord[0].xy); _ZZ4StangentNormal = texture2D(bumpSampler, gl_TexCoord[0].xy).xyz - vec3( 5.00000000E-01, 5.00000000E-01, 5.00000000E-01); _ZZ3SrZh0026 = _ZZ4StangentNormal.x*gl_TexCoord[1].xyz; _ZZ3SrZh0026 = _ZZ3SrZh0026 + _ZZ4StangentNormal.y*gl_TexCoord[2].xyz; _ZZ3SrZh0026 = _ZZ3SrZh0026 + _ZZ4StangentNormal.z*gl_TexCoord[4].xyz; _ZZ3SxZh0032 = dot(_ZZ3SrZh0026, _ZZ3SrZh0026); _ZZ3SZDtemp27 = inversesqrt(_ZZ3SxZh0032)*_ZZ3SrZh0026; _ZZ3SvZh0034 = lightWorldPos - gl_TexCoord[3].xyz; _ZZ3SxZh0038 = dot(_ZZ3SvZh0034, _ZZ3SvZh0034); _ZZ3SZDtemp33 = inversesqrt(_ZZ3SxZh0038)*_ZZ3SvZh0034; _ZZ3SvZh0040 = viewInverse[3] - gl_TexCoord[3]; _ZZ3SxZh0044 = dot(_ZZ3SvZh0040, _ZZ3SvZh0040); _ZZ3SZDtemp39 = inversesqrt(_ZZ3SxZh0044)*_ZZ3SvZh0040; _ZZ3SvZh0046 = _ZZ3SZDtemp33 + _ZZ3SZDtemp39.xyz; _ZZ3SxZh0050 = dot(_ZZ3SvZh0046, _ZZ3SvZh0046); _ZZ3SZDtemp45 = inversesqrt(_ZZ3SxZh0050)*_ZZ3SvZh0046; _ZZ3SndotlZh0056 = dot(_ZZ3SZDtemp27, _ZZ3SZDtemp33); _ZZ3SndothZh0056 = dot(_ZZ3SZDtemp27, _ZZ3SZDtemp45); _ZZ3StmpZh0056 = vec4(_ZZ3SndotlZh0056, _ZZ3SndothZh0056, shininess, shininess); _ZZ3SxZh0062 = max(0.00000000E+00, _ZZ3StmpZh0056.y); _ZZ3SspecularZh0058 = _ZZ3StmpZh0056.x > 0.00000000E+00 ? pow(_ZZ3SxZh0062, _ZZ3StmpZh0056.z) : 0.00000000E+00; _ZZ3SZDtemp57 = vec4(1.00000000E+00, max(0.00000000E+00, _ZZ3StmpZh0056.x), _ZZ3SspecularZh0058, 1.00000000E+00); _ZZ4Salpha = gl_TexCoord[3].z > clipHeight ? 0.00000000E+00 : _ZZ4Sdiffuse.w; _ZZ4SZaTMP4 = (emissive + lightColor*(ambient*_ZZ4Sdiffuse + _ZZ4Sdiffuse*_ZZ3SZDtemp57.y + specular*_ZZ3SZDtemp57.z)).xyz; _ZZ3Sret_0 = vec4(_ZZ4SZaTMP4.x, _ZZ4SZaTMP4.y, _ZZ4SZaTMP4.z, _ZZ4Salpha); gl_FragColor = _ZZ3Sret_0; return; } // main end