!!ARBvp1.0 # Compute the diffuse light from a single source ATTRIB iPos = vertex.position; ATTRIB iNormal = vertex.normal; ATTRIB iTex0 = vertex.texcoord[0]; PARAM mvp[4] = { state.matrix.mvp }; PARAM lightDir = program.env[0]; PARAM diffuse = program.env[2]; PARAM ambient = state.lightmodel.ambient; PARAM zeroVec = { 0, 0, 0, 0 }; OUTPUT oPos = result.position; OUTPUT oColor = result.color; OUTPUT oTex0 = result.texcoord[0]; TEMP diffuseFactor; # Transform the vertex by the modelview matrix DP4 oPos.x, mvp[0], iPos; DP4 oPos.y, mvp[1], iPos; DP4 oPos.z, mvp[2], iPos; DP4 oPos.w, mvp[3], iPos; # Compute the diffuse light component DP3 diffuseFactor, iNormal, lightDir; # Clamp the diffuse component to zero MAX diffuseFactor, diffuseFactor, zeroVec; # Output the texture MOV oTex0, iTex0; # Output the primary color MAD oColor, diffuse, diffuseFactor, ambient; END