./trine-launcher32: ./lib32/libxml2.so.2: no version information available (required by /usr/lib/libglade-2.0.so.0) !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/ssao_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.DEFERRED_TEXTURE1 #semantic main.DEFERRED_TEXTURE2 #semantic main.CAMERA_CLIP_PLANES #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 cameraVector : $vin.TEXCOORD1 : : 1 : 0 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 2 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 3 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 #const c[1] = 1 0.0039215689 2 0.050000001 #const c[2] = -0.00039792061 -1 0.0066666668 0.0066680908 #const c[3] = 0.0099999998 0 0.85009766 -0.70703125 #const c[4] = 1 -0.00039792061 0.00039815903 0.70703125 #const c[5] = 0.70703125 -0.70751953 -0.70703125 0.70751953 #const c[6] = 0 -1 1 0.14285715 #const c[7] = 0.89999998 PARAM c[8] = { program.local[0], { 1, 0.0039215689, 2, 0.050000001 }, { -0.00039792061, -1, 0.0066666668, 0.0066680908 }, { 0.0099999998, 0, 0.85009766, -0.70703125 }, { 1, -0.00039792061, 0.00039815903, 0.70703125 }, { 0.70703125, -0.70751953, -0.70703125, 0.70751953 }, { 0, -1, 1, 0.14285715 }, { 0.89999998 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TEMP R5; TEMP R6; TEMP R7; TEX R1, fragment.texcoord[0], texture[1], 2D; MAD R0.xyz, R1, c[1].z, -c[1].x; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MOV R4.y, -R0; MOV R4.x, R0; MOV R1.y, R1.w; MOV R1.x, R0.w; MUL R1.xy, R1, c[1]; ADD R0.w, R1.x, R1.y; MUL R4.z, R0.w, c[0].y; MUL R1.zw, R4.xyxy, c[6].xyyx; ADD R1.y, R1.z, R1.w; RCP R0.w, R4.z; MUL R0.w, R0, c[1]; ADD R1.x, R0.w, -c[2].z; CMP R4.w, R1.x, c[2], R0; MOV R2.xyz, c[6]; MUL R1.zw, R4.xyxy, R1.y; MAD R1.zw, -R1, c[1].z, R2.xyyx; CMP R5.zw, R1.y, R1, c[6].xyyx; MUL R1.xy, R4.w, R5.zwzw; ADD R3.xy, fragment.texcoord[0], R1; TEX R1, R3, texture[1], 2D; TEX R0.w, R3, texture[0], 2D; MOV R3.y, R1.w; MOV R3.x, R0.w; MUL R3.xy, R3, c[1]; ADD R0.w, R3.x, R3.y; MUL R3.xy, R4, R0.x; MAD R3.xy, -R3, c[1].z, R2.zxzw; CMP R5.xy, R0.x, R3, c[6].zxzw; MAD R3.xyz, R1, c[1].z, -c[1].x; MUL R6.xy, R4.w, R5; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R3.w, R0; ADD R6.xy, fragment.texcoord[0], R6; SGE R0.w, R3, c[3].x; SGE R1.w, c[1].x, R3; MUL R2.w, R0, R1; TEX R0.w, R6, texture[0], 2D; MOV R1.y, -R3; MOV R1.x, R3; MUL R5.zw, R5, R1.xyxy; TEX R1, R6, texture[1], 2D; MAD R1.xyz, R1, c[1].z, -c[1].x; DP3 R1.z, R0, R1; MOV R6.x, R0.w; SLT R0.w, R5.z, -R5; MOV R6.y, R1.w; MUL R6.xy, R6, c[1]; ADD R1.w, R6.x, R6.y; MUL R6.x, R2.w, R0.w; MUL R0.w, R1, c[0].y; ADD R0.w, R4.z, -R0; ABS R1.w, R0; MOV R5.w, -R1.y; MOV R5.z, R1.x; MUL R5.xy, R5, R5.zwzw; MUL R1.xy, R4, -R0.y; MAD R1.xy, -R1, c[1].z, R2.xzzw; SLT R5.x, R5, -R5.y; SGE R2.w, c[1].x, R1; SGE R0.w, R1, c[3].x; MUL R0.w, R0, R2; CMP R2.zw, -R0.y, R1.xyxy, c[6].xyxz; MUL R0.w, R0, R5.x; MUL R1.xy, R4.w, R2.zwzw; MOV R5.x, c[1]; MAX R1.z, R1, c[3].y; ADD R5.zw, fragment.texcoord[0].xyxy, R1.xyxy; ADD R1.w, -R1, c[1].x; MAD R1.z, -R1, c[3], R5.x; MUL R1.z, R1.w, R1; CMP R5.y, -R0.w, R1.z, c[3]; TEX R1, R5.zwzw, texture[1], 2D; TEX R0.w, R5.zwzw, texture[0], 2D; MOV R5.w, R1; DP3 R1.w, R0, R3; MAX R3.x, R1.w, c[3].y; MOV R5.z, R0.w; MUL R5.zw, R5, c[1].xyxy; ADD R0.w, R5.z, R5; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R3.z, R0.w; MAD R1.xyz, R1, c[1].z, -c[1].x; DP3 R0.w, R0, R1; MOV R1.y, -R1; MUL R1.xy, R2.zwzw, R1; ADD R1.w, -R3, c[1].x; MAD R3.x, -R3, c[3].z, R5; MAD R1.w, R1, R3.x, R5.y; CMP R3.x, -R6, R1.w, R5.y; MAX R0.w, R0, c[3].y; MAD R3.w, -R0, c[3].z, R5.x; ADD R3.y, -R3.z, c[1].x; MAD R3.y, R3, R3.w, R3.x; SGE R3.w, R3.z, c[3].x; MUL R1.zw, R4.xyxy, c[6].xyxy; ADD R0.w, R1.z, R1; MUL R1.zw, R4.xyxy, R0.w; MAD R1.zw, -R1, c[1].z, R2.xyxy; CMP R2.xy, R0.w, R1.zwzw, c[6]; MUL R1.zw, R4.w, R2.xyxy; ADD R2.zw, fragment.texcoord[0].xyxy, R1; SGE R3.z, c[1].x, R3; MUL R3.z, R3.w, R3; SLT R3.w, R1.x, -R1.y; TEX R1, R2.zwzw, texture[1], 2D; TEX R0.w, R2.zwzw, texture[0], 2D; MOV R2.w, R1; MUL R1.w, R3.z, R3; CMP R3.w, -R1, R3.y, R3.x; MAD R3.xyz, R1, c[1].z, -c[1].x; DP3 R1.x, R0, R3; MOV R2.z, R0.w; MUL R2.zw, R2, c[1].xyxy; ADD R0.w, R2.z, R2; MOV R3.y, -R3; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R5.y, R0.w; MAX R1.x, R1, c[3].y; MUL R2.xy, R2, R3; ADD R0.w, -R5.y, c[1].x; MAD R1.x, -R1, c[3].z, R5; MAD R3.z, R0.w, R1.x, R3.w; MUL R1.xy, R4, c[4].w; ADD R0.w, R1.x, R1.y; MOV R1, c[4]; MUL R2.zw, R4.xyxy, R0.w; MAD R2.zw, -R2, c[1].z, R1.w; CMP R6.xy, R0.w, R2.zwzw, c[4].w; MUL R2.zw, R4.w, R6.xyxy; ADD R3.xy, fragment.texcoord[0], R2.zwzw; TEX R0.w, R3, texture[0], 2D; SGE R5.z, R5.y, c[3].x; SGE R1.w, c[1].x, R5.y; SLT R5.y, R2.x, -R2; TEX R2, R3, texture[1], 2D; MUL R1.w, R5.z, R1; MUL R1.w, R1, R5.y; CMP R1.w, -R1, R3.z, R3; MOV R3.y, R2.w; MOV R3.x, R0.w; MUL R3.xy, R3, c[1]; ADD R0.w, R3.x, R3.y; MAD R3.xyz, R2, c[1].z, -c[1].x; DP3 R2.x, R0, R3; MAX R2.x, R2, c[3].y; MAD R2.w, -R2.x, c[3].z, R5.x; MUL R2.xy, R4, c[5].xzzw; ADD R5.z, R2.x, R2.y; MOV R3.y, -R3; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; ADD R2.z, -R0.w, c[1].x; MAD R5.y, R2.z, R2.w, R1.w; SGE R6.z, R0.w, c[3].x; SGE R0.w, c[1].x, R0; MOV R2, c[5]; MUL R3.zw, R4.xyxy, R5.z; MAD R3.zw, -R3, c[1].z, R2.xyxz; CMP R5.zw, R5.z, R3, c[5].xyxz; MUL R7.x, R6.z, R0.w; MUL R3.zw, R4.w, R5; ADD R6.zw, fragment.texcoord[0].xyxy, R3; MUL R6.xy, R6, R3; TEX R3, R6.zwzw, texture[1], 2D; TEX R0.w, R6.zwzw, texture[0], 2D; MOV R6.w, R3; MOV R6.z, R0.w; MUL R6.zw, R6, c[1].xyxy; ADD R0.w, R6.z, R6; SLT R3.w, R6.x, -R6.y; MAD R6.xyz, R3, c[1].z, -c[1].x; DP3 R3.x, R0, R6; MUL R3.w, R7.x, R3; CMP R1.w, -R3, R5.y, R1; MAX R3.w, R3.x, c[3].y; MUL R3.xy, R4, c[3].w; ADD R6.z, R3.x, R3.y; MAD R5.y, -R3.w, c[3].z, R5.x; MOV R6.y, -R6; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; ADD R3.z, -R0.w, c[1].x; MAD R5.y, R3.z, R5, R1.w; SGE R3.z, R0.w, c[3].x; SGE R0.w, c[1].x, R0; MUL R5.zw, R5, R6.xyxy; MUL R7.z, R3, R0.w; MOV R3.w, c[3]; MUL R3.xy, R4, R6.z; MAD R3.xy, -R3, c[1].z, R3.w; CMP R6.zw, R6.z, R3.xyxy, c[3].w; MUL R3.xy, R4.w, R6.zwzw; ADD R7.xy, fragment.texcoord[0], R3; TEX R3, R7, texture[1], 2D; TEX R0.w, R7, texture[0], 2D; MOV R7.y, R3.w; SLT R3.w, R5.z, -R5; MAD R3.xyz, R3, c[1].z, -c[1].x; DP3 R5.z, R0, R3; MOV R7.x, R0.w; MUL R7.xy, R7, c[1]; ADD R0.w, R7.x, R7.y; MUL R3.w, R7.z, R3; CMP R1.w, -R3, R5.y, R1; MAX R5.w, R5.z, c[3].y; MUL R3.zw, R4.xyxy, c[5].xywx; ADD R5.z, R3, R3.w; MUL R3.zw, R4.xyxy, R5.z; MAD R3.zw, -R3, c[1].z, R2.xywx; CMP R6.xy, R5.z, R3.zwzw, c[5].wxzw; MOV R3.y, -R3; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; MUL R6.zw, R6, R3.xyxy; MUL R3.zw, R4.w, R6.xyxy; ADD R5.y, -R0.w, c[1].x; MAD R5.w, -R5, c[3].z, R5.x; MAD R5.y, R5, R5.w, R1.w; SGE R5.w, R0, c[3].x; SGE R0.w, c[1].x, R0; MUL R7.x, R5.w, R0.w; ADD R5.zw, fragment.texcoord[0].xyxy, R3; TEX R3, R5.zwzw, texture[1], 2D; TEX R0.w, R5.zwzw, texture[0], 2D; MAD R3.xyz, R3, c[1].z, -c[1].x; DP3 R3.z, R0, R3; MOV R5.w, R3; SLT R3.w, R6.z, -R6; MUL R3.w, R7.x, R3; MOV R5.z, R0.w; MUL R5.zw, R5, c[1].xyxy; ADD R0.w, R5.z, R5; MAX R5.z, R3, c[3].y; CMP R1.w, -R3, R5.y, R1; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; MOV R3.y, -R3; MUL R3.xy, R6, R3; MAD R5.w, -R5.z, c[3].z, R5.x; ADD R5.y, -R0.w, c[1].x; MUL R3.zw, R4.xyxy, c[5].xyyz; ADD R5.z, R3, R3.w; MUL R3.zw, R4.xyxy, R5.z; SGE R6.z, R0.w, c[3].x; SGE R0.w, c[1].x, R0; MAD R5.y, R5, R5.w, R1.w; MAD R3.zw, -R3, c[1].z, R2.xyyz; CMP R5.zw, R5.z, R3, c[5].xyyz; MUL R3.zw, R4.w, R5; ADD R6.xy, fragment.texcoord[0], R3.zwzw; MUL R6.z, R6, R0.w; SLT R6.w, R3.x, -R3.y; TEX R3, R6, texture[1], 2D; TEX R0.w, R6, texture[0], 2D; MOV R6.y, R3.w; MUL R3.w, R6.z, R6; MOV R6.x, R0.w; MUL R6.xy, R6, c[1]; ADD R0.w, R6.x, R6.y; MUL R0.w, R0, c[0].y; CMP R1.w, -R3, R5.y, R1; MUL R6.xy, R4, c[5].zwzw; ADD R3.w, R6.x, R6.y; MUL R6.xy, R4, R3.w; MAD R2.zw, -R6.xyxy, c[1].z, R2; MAD R6.xyz, R3, c[1].z, -c[1].x; DP3 R3.x, R0, R6; CMP R7.xy, R3.w, R2.zwzw, c[5].zwzw; ADD R0.w, R4.z, -R0; ABS R5.y, R0.w; MUL R2.zw, R4.w, R7.xyxy; MAX R3.x, R3, c[3].y; ADD R2.zw, fragment.texcoord[0].xyxy, R2; ADD R0.w, -R5.y, c[1].x; MAD R3.x, -R3, c[3].z, R5; MAD R6.z, R0.w, R3.x, R1.w; TEX R3, R2.zwzw, texture[1], 2D; TEX R0.w, R2.zwzw, texture[0], 2D; MOV R2.w, R3; MOV R2.z, R0.w; MAD R3.xyz, R3, c[1].z, -c[1].x; MUL R2.zw, R2, c[1].xyxy; SGE R3.w, c[1].x, R5.y; SGE R0.w, R5.y, c[3].x; DP3 R5.y, R0, R3; MUL R0.w, R0, R3; ADD R3.w, R2.z, R2; MAX R5.y, R5, c[3]; MOV R3.y, -R3; MUL R3.xy, R7, R3; MOV R2.z, R6.x; MOV R2.w, -R6.y; MUL R2.zw, R5, R2; SLT R2.w, R2.z, -R2; MUL R2.w, R0, R2; MUL R3.w, R3, c[0].y; ADD R2.z, R4, -R3.w; ABS R0.w, R2.z; CMP R1.w, -R2, R6.z, R1; MUL R2.zw, R4.xyxy, c[5].xyxy; ADD R3.z, R2, R2.w; MUL R2.zw, R4.xyxy, R3.z; MAD R2.xy, -R2.zwzw, c[1].z, R2; ADD R3.w, -R0, c[1].x; SGE R2.z, R0.w, c[3].x; SGE R0.w, c[1].x, R0; MAD R5.y, -R5, c[3].z, R5.x; MAD R5.y, R3.w, R5, R1.w; CMP R3.zw, R3.z, R2.xyxy, c[5].xyxy; MUL R2.xy, R4.w, R3.zwzw; ADD R5.zw, fragment.texcoord[0].xyxy, R2.xyxy; MUL R6.x, R2.z, R0.w; TEX R2, R5.zwzw, texture[1], 2D; TEX R0.w, R5.zwzw, texture[0], 2D; MOV R5.w, R2; SLT R2.w, R3.x, -R3.y; MAD R2.xyz, R2, c[1].z, -c[1].x; DP3 R3.x, R0, R2; MOV R5.z, R0.w; MUL R5.zw, R5, c[1].xyxy; ADD R0.w, R5.z, R5; MUL R2.w, R6.x, R2; CMP R5.y, -R2.w, R5, R1.w; MAX R3.y, R3.x, c[3]; MUL R2.zw, R4.xyxy, c[4].xyzx; ADD R3.x, R2.z, R2.w; MOV R2.y, -R2; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; MUL R3.zw, R3, R2.xyxy; ADD R1.w, -R0, c[1].x; MAD R3.y, -R3, c[3].z, R5.x; MAD R5.z, R1.w, R3.y, R5.y; MUL R2.zw, R4.xyxy, R3.x; MAD R1.zw, -R2, c[1].z, R1.xyzx; SGE R3.y, R0.w, c[3].x; CMP R1.zw, R3.x, R1, c[4].xyzx; SGE R0.w, c[1].x, R0; MUL R2.zw, R4.w, R1; MUL R5.w, R3.y, R0; ADD R3.xy, fragment.texcoord[0], R2.zwzw; TEX R2, R3, texture[1], 2D; TEX R0.w, R3, texture[0], 2D; MOV R3.y, R2.w; SLT R2.w, R3.z, -R3; MOV R3.x, R0.w; MUL R3.xy, R3, c[1]; ADD R0.w, R3.x, R3.y; MUL R2.w, R5, R2; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R3.z, R0.w; MAD R2.xyz, R2, c[1].z, -c[1].x; DP3 R0.w, R0, R2; CMP R3.x, -R2.w, R5.z, R5.y; MAX R0.w, R0, c[3].y; MOV R2.y, -R2; MUL R1.zw, R1, R2.xyxy; MAD R3.w, -R0, c[3].z, R5.x; ADD R3.y, -R3.z, c[1].x; MAD R3.y, R3, R3.w, R3.x; SGE R3.w, R3.z, c[3].x; MUL R2.zw, R4.xyxy, c[4].xyxy; ADD R0.w, R2.z, R2; MUL R2.zw, R4.xyxy, R0.w; MAD R1.xy, -R2.zwzw, c[1].z, R1; CMP R2.zw, R0.w, R1.xyxy, c[4].xyxy; MUL R1.xy, R4.w, R2.zwzw; ADD R2.xy, fragment.texcoord[0], R1; SGE R3.z, c[1].x, R3; MUL R3.z, R3.w, R3; SLT R3.w, R1.z, -R1; TEX R1, R2, texture[1], 2D; TEX R0.w, R2, texture[0], 2D; MAD R1.xyz, R1, c[1].z, -c[1].x; DP3 R1.z, R0, R1; MOV R2.y, R1.w; MUL R1.w, R3.z, R3; CMP R3.x, -R1.w, R3.y, R3; MOV R2.x, R0.w; MUL R2.xy, R2, c[1]; ADD R0.w, R2.x, R2.y; MAX R1.w, R1.z, c[3].y; MUL R0.w, R0, c[0].y; ADD R0.w, R4.z, -R0; ABS R0.w, R0; ADD R1.z, -R0.w, c[1].x; MAD R1.w, -R1, c[3].z, R5.x; MAD R3.y, R1.z, R1.w, R3.x; SGE R3.z, R0.w, c[3].x; SGE R3.w, c[1].x, R0; MUL R1.zw, R4.xyxy, c[2].xyxy; ADD R0.w, R1.z, R1; MUL R2.xy, R4, R0.w; MOV R1.zw, c[2].xyxy; MAD R1.zw, -R2.xyxy, c[1].z, R1; CMP R2.xy, R0.w, R1.zwzw, c[2]; MOV R1.y, -R1; MUL R1.zw, R2, R1.xyxy; MUL R1.xy, R2, R4.w; ADD R2.zw, fragment.texcoord[0].xyxy, R1.xyxy; SLT R0.w, R1.z, -R1; TEX R1, R2.zwzw, texture[1], 2D; MAD R1.xyz, R1, c[1].z, -c[1].x; DP3 R0.y, R0, R1; MAX R0.z, R0.y, c[3].y; MUL R3.z, R3, R3.w; MUL R3.z, R3, R0.w; TEX R0.w, R2.zwzw, texture[0], 2D; MOV R2.z, R0.w; MOV R2.w, R1; MUL R2.zw, R2, c[1].xyxy; ADD R1.w, R2.z, R2; MUL R1.w, R1, c[0].y; ADD R1.w, R4.z, -R1; ABS R0.x, R1.w; ADD R0.y, -R0.x, c[1].x; CMP R0.w, -R3.z, R3.y, R3.x; MOV R2.z, R1.x; MAD R0.z, -R0, c[3], R5.x; MAD R1.x, R0.y, R0.z, R0.w; SGE R0.y, c[1].x, R0.x; MOV R2.w, -R1.y; MUL R2.xy, R2, R2.zwzw; SGE R0.x, R0, c[3]; SLT R0.z, R2.x, -R2.y; MUL R0.x, R0, R0.y; MUL R0.x, R0, R0.z; CMP R0.x, -R0, R1, R0.w; MUL R0.x, R0, c[6].w; MIN R0.x, R0, c[7]; ADD result.color.xyz, -R0.x, c[1].x; MOV result.color.w, c[1].x; END # 444 instructions, 8 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry filter -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/ssao_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program filter #semantic filter.AO_SOURCE_TEXTURE #semantic filter.AO_BLEND_WEIGHTS_1 #semantic filter.AO_BLEND_WEIGHTS_2 #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 texCoord2 : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 texCoord3 : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D AO_SOURCE_TEXTURE : : texunit 0 : 4 : 1 #var float4 AO_BLEND_WEIGHTS_1 : : c[0] : 5 : 1 #var float4 AO_BLEND_WEIGHTS_2 : : c[1] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0].zwzw, texture[0], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1, R1, c[0].y; MUL R0, R0, c[0].x; ADD R2, R0, R1; TEX R0, fragment.texcoord[1], texture[0], 2D; TEX R1, fragment.texcoord[1].zwzw, texture[0], 2D; MUL R0, R0, c[0].z; ADD R0, R2, R0; MUL R1, R1, c[0].w; ADD R2, R0, R1; TEX R0, fragment.texcoord[2], texture[0], 2D; TEX R1, fragment.texcoord[2].zwzw, texture[0], 2D; MUL R0, R0, c[1].x; ADD R0, R2, R0; MUL R1, R1, c[1].y; ADD R2, R0, R1; TEX R0, fragment.texcoord[3], texture[0], 2D; TEX R1, fragment.texcoord[3].zwzw, texture[0], 2D; MUL R0, R0, c[1].z; MUL R1, R1, c[1].w; ADD R0, R2, R0; ADD result.color, R0, R1; END # 23 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry filter -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/ssao_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program filter #semantic filter.AO_SOURCE_TEXTURE #semantic filter.AO_BLEND_WEIGHTS_1 #semantic filter.AO_BLEND_WEIGHTS_2 #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 texCoord2 : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 texCoord3 : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D AO_SOURCE_TEXTURE : : texunit 0 : 4 : 1 #var float4 AO_BLEND_WEIGHTS_1 : : c[0] : 5 : 1 #var float4 AO_BLEND_WEIGHTS_2 : : c[1] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0].zwzw, texture[0], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1, R1, c[0].y; MUL R0, R0, c[0].x; ADD R2, R0, R1; TEX R0, fragment.texcoord[1], texture[0], 2D; TEX R1, fragment.texcoord[1].zwzw, texture[0], 2D; MUL R0, R0, c[0].z; ADD R0, R2, R0; MUL R1, R1, c[0].w; ADD R2, R0, R1; TEX R0, fragment.texcoord[2], texture[0], 2D; TEX R1, fragment.texcoord[2].zwzw, texture[0], 2D; MUL R0, R0, c[1].x; ADD R0, R2, R0; MUL R1, R1, c[1].y; ADD R2, R0, R1; TEX R0, fragment.texcoord[3], texture[0], 2D; TEX R1, fragment.texcoord[3].zwzw, texture[0], 2D; MUL R0, R0, c[1].z; MUL R1, R1, c[1].w; ADD R0, R2, R0; ADD result.color, R0, R1; END # 23 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 1 2 0.0039215689 0.010002136 PARAM c[3] = { program.local[0..1], { 1, 2, 0.0039215689, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; MOV R2.y, R0.w; MOV R2.x, R1.w; MUL R2.xy, R2, c[2].xzzw; ADD R1.w, R2.x, R2.y; RCP R0.w, fragment.texcoord[1].w; MAD R0.xyz, R0, c[2].y, -c[2].x; MUL R1.w, R1, c[0].y; MUL R2.xy, fragment.texcoord[1], R0.w; MOV R2.z, c[2].x; MAD R2.xyz, -R2, R1.w, fragment.texcoord[2]; DP3 R0.w, R2, R2; RSQ R1.w, R0.w; RCP R0.w, R1.w; MUL R2.xyz, R1.w, R2; DP3_SAT R0.x, R0, R2; MUL_SAT R0.w, R0, c[1]; ADD R0.y, -R0.w, c[2].x; MUL R0.x, R0, R0.y; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.z; MUL R0.xyz, R0.x, R1; MUL R0.xyz, R0, c[1]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[2].w; MOV R0.w, c[2].x; KIL -R1.x; MOV result.color, R0; END # 30 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 7 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 1 0.0039215689 2 1.53787e-05 #const c[3] = 0.010002136 PARAM c[4] = { program.local[0..1], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; MUL R1.zw, R1, c[2].xyxy; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MUL R1.xy, R1, c[2]; ADD R2.y, R1.z, R1.w; ADD R2.x, R1, R1.y; TXP R1.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R1.y, R1, c[2].xyww; MOV R2.z, R0.w; MAD R2.xyz, R2, c[2].z, -c[2].x; MUL R0.w, R2.y, R2.y; MAD R0.w, -R2.x, R2.x, -R0; ADD R0.w, R0, c[2].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R1.w, R1.y, c[0].y; RCP R1.x, fragment.texcoord[1].w; MUL R2.z, R0.w, R2; MUL R1.xy, fragment.texcoord[1], R1.x; MOV R1.z, c[2].x; MAD R1.xyz, -R1, R1.w, fragment.texcoord[2]; DP3 R1.w, R1, R1; RSQ R1.w, R1.w; MUL R1.xyz, R1.w, R1; RCP R0.w, R1.w; MUL_SAT R1.w, R0, c[1]; DP3_SAT R0.w, R2, R1; ADD R1.x, -R1.w, c[2]; MUL R0.w, R0, R1.x; TXP R1.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.w, R0, R1.z; MUL R0.xyz, R0.w, R0; MUL R0.xyz, R0, c[1]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[3]; MOV R0.w, c[2].x; KIL -R1.x; MOV result.color, R0; END # 39 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.INVERSE_PROJECTION #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_COLOR1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[5] = 1 2 0.0039215689 0.010002136 PARAM c[6] = { program.local[0..4], { 1, 2, 0.0039215689, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; MOV R2.y, R0.w; MOV R2.x, R1.w; MUL R2.xy, R2, c[5].xzzw; ADD R1.w, R2.x, R2.y; RCP R0.w, fragment.texcoord[1].w; MUL R2.xy, fragment.texcoord[1], R0.w; MUL R2.xy, R2, R1.w; MOV R2.z, R1.w; MOV R2.w, c[5].x; DP4 R0.w, R2, c[3]; MAD R0.xyz, R0, c[5].y, -c[5].x; RCP R0.w, R0.w; DP4 R3.z, R2, c[2]; DP4 R3.y, R2, c[1]; DP4 R3.x, R2, c[0]; MAD R2.xyz, -R3, R0.w, fragment.texcoord[2]; DP3 R0.w, R2, R2; RSQ R0.w, R0.w; MUL R2.xyz, R0.w, R2; DP3_SAT R0.x, R0, R2; RCP R1.w, R0.w; MUL_SAT R0.w, R1, c[4]; ADD R0.y, -R0.w, c[5].x; MUL R0.x, R0, R0.y; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.z; MUL R0.xyz, R0.x, R1; MUL R0.xyz, R0, c[4]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[5].w; MOV R0.w, c[5].x; KIL -R1.x; MOV result.color, R0; END # 36 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.INVERSE_PROJECTION #semantic pointLight.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_COLOR1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[5] = 1 0.0039215689 2 1.53787e-05 #const c[6] = 0.010002136 PARAM c[7] = { program.local[0..4], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; MUL R1.zw, R1, c[5].xyxy; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; ADD R2.y, R1.z, R1.w; MOV R2.z, R0.w; MUL R1.xy, R1, c[5]; ADD R2.x, R1, R1.y; TXP R1.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R1.z, R1, c[5].xyww; RCP R0.w, fragment.texcoord[1].w; MUL R1.xy, fragment.texcoord[1], R0.w; MAD R2.xyz, R2, c[5].z, -c[5].x; MUL R1.xy, R1, R1.z; MOV R1.w, c[5].x; DP4 R0.w, R1, c[3]; DP4 R3.z, R1, c[2]; DP4 R3.y, R1, c[1]; RCP R0.w, R0.w; DP4 R3.x, R1, c[0]; MAD R1.xyz, -R3, R0.w, fragment.texcoord[2]; DP3 R1.w, R1, R1; RSQ R1.w, R1.w; MUL R1.xyz, R1.w, R1; MUL R0.w, R2.y, R2.y; MAD R0.w, -R2.x, R2.x, -R0; ADD R0.w, R0, c[5].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; RCP R1.w, R1.w; MUL R2.z, R0.w, R2; DP3_SAT R0.w, R2, R1; MUL_SAT R1.w, R1, c[4]; ADD R1.x, -R1.w, c[5]; MUL R0.w, R0, R1.x; TXP R1.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.w, R0, R1.z; MUL R0.xyz, R0.w, R0; MUL R0.xyz, R0, c[4]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[6]; MOV R0.w, c[5].x; KIL -R1.x; MOV result.color, R0; END # 44 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_SPECULAR -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 1 2 0.0039215689 0.0010004044 #const c[3] = 96 64 0.010002136 PARAM c[4] = { program.local[0..1], { 1, 2, 0.0039215689, 0.0010004044 }, { 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; RCP R0.x, fragment.texcoord[1].w; MUL R3.xyz, fragment.texcoord[1], R0.x; DP3 R0.x, R3, R3; RSQ R0.x, R0.x; MUL R2.xyz, R0.x, R3; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MAD R1.xyz, R1, c[2].y, -c[2].x; DP3 R2.w, R2, R2; MOV R3.z, R0.w; RSQ R0.w, R2.w; MUL R2.xyz, R0.w, R2; MOV R3.w, R1; MUL R3.zw, R3, c[2].xyxz; ADD R1.w, R3.z, R3; DP3 R0.w, R1, R2; MUL R1.w, R1, c[0].y; MOV R3.z, c[2].x; MAD R4.xyz, -R3, R1.w, fragment.texcoord[2]; MUL R3.xyz, R1, R0.w; DP3 R0.w, R4, R4; RSQ R0.w, R0.w; MAD R3.xyz, -R3, c[2].y, R2; TXP R2.xyz, fragment.texcoord[0], texture[2], SHADOW2D; MUL R1.w, R2.y, c[3].x; MUL R4.xyz, R0.w, R4; DP3 R2.y, R3, R4; POW R2.w, R2.y, R1.w; ADD R1.w, R2.y, -c[2]; RCP R2.y, R0.w; DP3_SAT R0.w, R1, R4; MUL R2.x, R2.w, R2; MAD R1.x, R2, c[3].y, R0.w; MUL_SAT R1.y, R2, c[1].w; CMP R0.w, -R1, R1.x, R0; ADD R1.y, -R1, c[2].x; MUL R0.w, R0, R1.y; MUL R0.w, R0, R2.z; MUL R0.xyz, R0.w, R0; MUL R0.xyz, R0, c[1]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[3].z; MOV R0.w, c[2].x; KIL -R1.x; MOV result.color, R0; END # 46 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_SPECULAR -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 7 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 1 0.0039215689 2 1.53787e-05 #const c[3] = 0.0010004044 96 64 0.010002136 PARAM c[4] = { program.local[0..1], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.0010004044, 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; MUL R1.zw, R1, c[2].xyxy; ADD R2.y, R1.z, R1.w; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MUL R1.xy, R1, c[2]; RCP R1.w, fragment.texcoord[1].w; MUL R4.xyz, fragment.texcoord[1], R1.w; DP3 R1.w, R4, R4; MOV R2.z, R0.w; ADD R2.x, R1, R1.y; MAD R1.xyz, R2, c[2].z, -c[2].x; MUL R0.w, R1.y, R1.y; MAD R0.w, -R1.x, R1.x, -R0; RSQ R1.w, R1.w; MUL R2.xyz, R1.w, R4; ADD R0.w, R0, c[2].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R1.z, R0.w, R1; DP3 R1.w, R2, R2; RSQ R0.w, R1.w; MUL R2.xyz, R0.w, R2; TXP R3.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R1.w, R3, c[2].xyww; DP3 R0.w, R1, R2; MOV R3.xy, R4; MUL R1.w, R1, c[0].y; MOV R3.z, c[2].x; MAD R4.xyz, -R3, R1.w, fragment.texcoord[2]; MUL R3.xyz, R1, R0.w; DP3 R0.w, R4, R4; MAD R3.xyz, -R3, c[2].z, R2; TXP R2.xyz, fragment.texcoord[0], texture[2], SHADOW2D; RSQ R0.w, R0.w; MUL R4.xyz, R0.w, R4; MUL R1.w, R2.y, c[3].y; DP3 R2.y, R3, R4; POW R1.w, R2.y, R1.w; DP3_SAT R1.x, R1, R4; RCP R0.w, R0.w; MUL_SAT R1.z, R0.w, c[1].w; MUL R1.w, R1, R2.x; MAD R1.y, R1.w, c[3].z, R1.x; ADD R0.w, R2.y, -c[3].x; CMP R0.w, -R0, R1.y, R1.x; ADD R1.z, -R1, c[2].x; MUL R0.w, R0, R1.z; MUL R0.w, R0, R2.z; MUL R0.xyz, R0.w, R0; MUL R0.xyz, R0, c[1]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[3].w; MOV R0.w, c[2].x; KIL -R1.x; MOV result.color, R0; END # 56 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_SPECULAR -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.INVERSE_PROJECTION #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_COLOR1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[5] = 1 2 0.0039215689 0.0010004044 #const c[6] = 96 64 0.010002136 PARAM c[7] = { program.local[0..4], { 1, 2, 0.0039215689, 0.0010004044 }, { 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; MOV R2.y, R0.w; MOV R2.x, R1.w; MUL R2.xy, R2, c[5].xzzw; ADD R1.w, R2.x, R2.y; RCP R0.w, fragment.texcoord[1].w; MUL R2.xy, fragment.texcoord[1], R0.w; MUL R2.xy, R2, R1.w; MAD R0.xyz, R0, c[5].y, -c[5].x; MOV R2.z, R1.w; MOV R2.w, c[5].x; DP4 R0.w, R2, c[3]; DP4 R3.z, R2, c[2]; DP4 R3.y, R2, c[1]; DP4 R3.x, R2, c[0]; RCP R0.w, R0.w; MUL R2.xyz, R3, R0.w; DP3 R0.w, R2, R2; RSQ R0.w, R0.w; MUL R3.xyz, R0.w, R2; DP3 R0.w, R3, R3; RSQ R0.w, R0.w; MUL R3.xyz, R0.w, R3; DP3 R0.w, R0, R3; ADD R4.xyz, -R2, fragment.texcoord[2]; MUL R2.xyz, R0, R0.w; DP3 R0.w, R4, R4; MAD R3.xyz, -R2, c[5].y, R3; TXP R2.xyz, fragment.texcoord[0], texture[2], SHADOW2D; RSQ R0.w, R0.w; MUL R4.xyz, R0.w, R4; MUL R1.w, R2.y, c[6].x; DP3 R2.y, R3, R4; POW R2.w, R2.y, R1.w; DP3_SAT R0.x, R0, R4; RCP R0.w, R0.w; MUL_SAT R0.z, R0.w, c[4].w; MUL R2.x, R2.w, R2; MAD R0.y, R2.x, c[6], R0.x; ADD R1.w, R2.y, -c[5]; ADD R0.z, -R0, c[5].x; CMP R0.x, -R1.w, R0.y, R0; MUL R0.x, R0, R0.z; MUL R0.x, R0, R2.z; MUL R0.xyz, R0.x, R1; MUL R0.xyz, R0, c[4]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[6].z; MOV R0.w, c[5].x; KIL -R1.x; MOV result.color, R0; END # 53 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry pointLight -DUSE_SPECULAR -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program pointLight #semantic pointLight.DEFERRED_TEXTURE1 #semantic pointLight.DEFERRED_TEXTURE2 #semantic pointLight.DEFERRED_TEXTURE3 #semantic pointLight.CAMERA_CLIP_PLANES #semantic pointLight.LIGHT_COLOR1 #semantic pointLight.INVERSE_PROJECTION #semantic pointLight.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_COLOR1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[5] = 1 0.0039215689 2 1.53787e-05 #const c[6] = 0.0010004044 96 64 0.010002136 PARAM c[7] = { program.local[0..4], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.0010004044, 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.z, R0, c[5].xyww; RCP R0.w, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.w; MUL R0.xy, R0, R0.z; MOV R0.w, c[5].x; DP4 R1.x, R0, c[3]; RCP R1.w, R1.x; DP4 R1.z, R0, c[2]; DP4 R1.y, R0, c[1]; DP4 R1.x, R0, c[0]; MUL R3.xyz, R1, R1.w; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; MUL R1.zw, R1, c[5].xyxy; ADD R2.y, R1.z, R1.w; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MUL R1.xy, R1, c[5]; DP3 R1.w, R3, R3; MOV R2.z, R0.w; ADD R2.x, R1, R1.y; MAD R1.xyz, R2, c[5].z, -c[5].x; MUL R0.w, R1.y, R1.y; RSQ R1.w, R1.w; MUL R2.xyz, R1.w, R3; MAD R0.w, -R1.x, R1.x, -R0; DP3 R1.w, R2, R2; RSQ R1.w, R1.w; ADD R0.w, R0, c[5].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R2.xyz, R1.w, R2; MUL R1.z, R0.w, R1; DP3 R0.w, R1, R2; ADD R4.xyz, -R3, fragment.texcoord[2]; MUL R3.xyz, R1, R0.w; DP3 R0.w, R4, R4; RSQ R0.w, R0.w; MAD R3.xyz, -R3, c[5].z, R2; TXP R2.xyz, fragment.texcoord[0], texture[2], SHADOW2D; MUL R1.w, R2.y, c[6].y; MUL R4.xyz, R0.w, R4; DP3 R2.y, R3, R4; POW R2.w, R2.y, R1.w; ADD R1.w, R2.y, -c[6].x; RCP R2.y, R0.w; DP3_SAT R0.w, R1, R4; MUL R2.x, R2.w, R2; MAD R1.x, R2, c[6].z, R0.w; MUL_SAT R1.y, R2, c[4].w; CMP R0.w, -R1, R1.x, R0; ADD R1.y, -R1, c[5].x; MUL R0.w, R0, R1.y; MUL R0.w, R0, R2.z; MUL R0.xyz, R0.w, R0; MUL R0.xyz, R0, c[4]; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[6].w; MOV R0.w, c[5].x; KIL -R1.x; MOV result.color, R0; END # 61 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 4 : 7 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 3 : 8 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[0], 4 : 9 : 1 #var float4 CAMERA_CLIP_PLANES : : c[4] : 10 : 1 #var float4 SPOT_COLOR : : c[5] : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[6] = 1 2 0.0039215689 0.010002136 PARAM c[7] = { program.local[0..5], { 1, 2, 0.0039215689, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; TXP R2, fragment.texcoord[0], texture[0], SHADOW2D; MOV R3.w, c[6].x; MOV R0.z, c[6].x; MAD R1.xyz, R1, c[6].y, -c[6].x; MOV R0.y, R1.w; MOV R0.x, R2.w; MUL R0.xy, R0, c[6].xzzw; ADD R0.y, R0.x, R0; MUL R0.w, R0.y, c[4].y; RCP R0.x, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.x; MUL R3.xyz, R0, R0.w; ADD R0.xyz, fragment.texcoord[2], -R3; DP3 R0.x, -fragment.texcoord[3], R0; MUL_SAT R0.x, R0, c[5].w; TEX R0.x, R0.x, texture[3], 2D; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.y, R0.x, R0.z; DP3_SAT R0.x, R1, -fragment.texcoord[3]; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, R2; DP4 R0.w, R3, c[3]; MUL R1.xyz, R1, c[5]; DP4 R0.z, R3, c[2]; DP4 R0.x, R3, c[0]; DP4 R0.y, R3, c[1]; TXP R0.xyz, R0, texture[4], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[6].w; MOV R0.w, c[6].x; KIL -R1.x; MOV result.color, R0; END # 35 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.DEFERRED_TEXTURE4 #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 4 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 5 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 6 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 7 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 5 : 8 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 4 : 9 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[0], 4 : 10 : 1 #var float4 CAMERA_CLIP_PLANES : : c[4] : 11 : 1 #var float4 SPOT_COLOR : : c[5] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[6] = 1 0.0039215689 2 1.53787e-05 #const c[7] = 0.010002136 PARAM c[8] = { program.local[0..5], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; MUL R0.zw, R0, c[6].xyxy; MUL R0.xy, R0, c[6]; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; ADD R2.x, R0, R0.y; ADD R2.y, R0.z, R0.w; MOV R2.z, R1.w; MAD R3.xyz, R2, c[6].z, -c[6].x; MUL R0.x, R3.y, R3.y; MAD R0.x, -R3, R3, -R0; ADD R0.w, R0.x, c[6].x; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.y, R0, c[6].xyww; RSQ R0.w, R0.w; RCP R0.w, R0.w; MOV R2.w, c[6].x; MUL R1.w, R0.y, c[4].y; RCP R0.x, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.x; MOV R0.z, c[6].x; MUL R2.xyz, R0, R1.w; ADD R0.xyz, fragment.texcoord[2], -R2; DP3 R0.x, -fragment.texcoord[3], R0; MUL R3.z, R0.w, R3; MUL_SAT R0.x, R0, c[5].w; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; TEX R0.x, R0.x, texture[4], 2D; MUL R0.y, R0.x, R0.z; DP3_SAT R0.x, R3, -fragment.texcoord[3]; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, R1; DP4 R0.w, R2, c[3]; MUL R1.xyz, R1, c[5]; DP4 R0.z, R2, c[2]; DP4 R0.x, R2, c[0]; DP4 R0.y, R2, c[1]; TXP R0.xyz, R0, texture[5], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[7]; MOV R0.w, c[6].x; KIL -R1.x; MOV result.color, R0; END # 44 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.INVERSE_PROJECTION #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 4 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 5 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 6 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 7 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 4 : 8 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 3 : 9 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[4], 4 : 10 : 1 #var float4 CAMERA_CLIP_PLANES : : : 11 : 0 #var float4 SPOT_COLOR : : c[8] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[9] = 1 2 0.0039215689 0.010002136 PARAM c[10] = { program.local[0..8], { 1, 2, 0.0039215689, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; TXP R2, fragment.texcoord[0], texture[0], SHADOW2D; MOV R3.w, c[9].x; MOV R0.y, R1.w; MOV R0.x, R2.w; MUL R0.zw, R0.xyxy, c[9].xyxz; ADD R0.z, R0, R0.w; RCP R0.x, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.x; MUL R0.xy, R0, R0.z; MOV R0.w, c[9].x; DP4 R1.w, R0, c[3]; DP4 R3.z, R0, c[2]; DP4 R3.y, R0, c[1]; DP4 R3.x, R0, c[0]; RCP R1.w, R1.w; MUL R3.xyz, R3, R1.w; ADD R0.xyz, fragment.texcoord[2], -R3; DP3 R0.x, -fragment.texcoord[3], R0; MUL_SAT R0.x, R0, c[8].w; TEX R0.x, R0.x, texture[3], 2D; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.y, R0.x, R0.z; MAD R1.xyz, R1, c[9].y, -c[9].x; DP3_SAT R0.x, R1, -fragment.texcoord[3]; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, R2; DP4 R0.w, R3, c[7]; MUL R1.xyz, R1, c[8]; DP4 R0.z, R3, c[6]; DP4 R0.x, R3, c[4]; DP4 R0.y, R3, c[5]; TXP R0.xyz, R0, texture[4], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[9].w; MOV R0.w, c[9].x; KIL -R1.x; MOV result.color, R0; END # 40 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.INVERSE_PROJECTION #semantic spotLight.DEFERRED_TEXTURE4 #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 4 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 5 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 6 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 7 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 8 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 5 : 9 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 4 : 10 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[4], 4 : 11 : 1 #var float4 CAMERA_CLIP_PLANES : : : 12 : 0 #var float4 SPOT_COLOR : : c[8] : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[9] = 1 0.0039215689 2 1.53787e-05 #const c[10] = 0.010002136 PARAM c[11] = { program.local[0..8], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.z, R0, c[9].xyww; RCP R0.w, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.w; MUL R0.xy, R0, R0.z; MOV R0.w, c[9].x; DP4 R1.x, R0, c[3]; RCP R1.w, R1.x; MOV R2.w, c[9].x; DP4 R1.z, R0, c[2]; DP4 R1.y, R0, c[1]; DP4 R1.x, R0, c[0]; MUL R2.xyz, R1, R1.w; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; MUL R0.xy, R0, c[9]; MUL R0.zw, R0, c[9].xyxy; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; ADD R4.x, R0, R0.y; ADD R3.xyz, fragment.texcoord[2], -R2; ADD R4.y, R0.z, R0.w; DP3 R0.y, -fragment.texcoord[3], R3; MOV R4.z, R1.w; MAD R4.xyz, R4, c[9].z, -c[9].x; MUL_SAT R0.z, R0.y, c[8].w; MUL R0.x, R4.y, R4.y; MAD R0.y, -R4.x, R4.x, -R0.x; TEX R0.x, R0.z, texture[4], 2D; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; ADD R0.y, R0, c[9].x; MUL R0.w, R0.x, R0.z; RSQ R0.y, R0.y; RCP R0.z, R0.y; MOV R0.xy, R4; MUL R0.z, R0, R4; DP3_SAT R0.x, R0, -fragment.texcoord[3]; MUL R0.x, R0, R0.w; MUL R1.xyz, R0.x, R1; DP4 R0.w, R2, c[7]; MUL R1.xyz, R1, c[8]; DP4 R0.z, R2, c[6]; DP4 R0.x, R2, c[4]; DP4 R0.y, R2, c[5]; TXP R0.xyz, R0, texture[5], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[10]; MOV R0.w, c[9].x; KIL -R1.x; MOV result.color, R0; END # 50 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_SPECULAR -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 4 : 7 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 3 : 8 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[0], 4 : 9 : 1 #var float4 CAMERA_CLIP_PLANES : : c[4] : 10 : 1 #var float4 SPOT_COLOR : : c[5] : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[6] = 1 2 0.0010004044 96 #const c[7] = 64 1 0.0039215689 0.010002136 PARAM c[8] = { program.local[0..5], { 1, 2, 0.0010004044, 96 }, { 64, 1, 0.0039215689, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; RCP R0.x, fragment.texcoord[1].w; MUL R4.xyz, fragment.texcoord[1], R0.x; DP3 R0.x, R4, R4; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, R4; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MAD R2.xyz, R1, c[6].y, -c[6].x; MUL R0.xyz, R0.w, R0; DP3 R0.w, R2, R0; MUL R1.xyz, R2, R0.w; MAD R1.xyz, -R1, c[6].y, R0; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MOV R3.x, R0.w; DP3 R0.w, R1, -fragment.texcoord[3]; MOV R3.y, R1.w; MUL R3.xy, R3, c[7].yzzw; ADD R1.x, R3, R3.y; MUL R2.w, R1.x, c[4].y; DP3_SAT R2.y, R2, -fragment.texcoord[3]; ADD R1.w, R0, -c[6].z; TXP R3.xyz, fragment.texcoord[0], texture[2], SHADOW2D; MOV R1.xy, R4; MOV R1.z, c[6].x; MUL R1.xyz, R1, R2.w; MUL R2.w, R3.y, c[6]; POW R0.w, R0.w, R2.w; ADD R4.xyz, fragment.texcoord[2], -R1; DP3 R2.w, -fragment.texcoord[3], R4; MUL R0.w, R0, R3.x; MAD R0.w, R0, c[7].x, R2.y; CMP R0.w, -R1, R0, R2.y; MUL_SAT R2.w, R2, c[5]; TEX R2.x, R2.w, texture[3], 2D; MUL R2.x, R3.z, R2; MUL R0.w, R0, R2.x; MUL R2.xyz, R0.w, R0; MOV R1.w, c[6].x; DP4 R0.w, R1, c[3]; DP4 R0.z, R1, c[2]; DP4 R0.x, R1, c[0]; DP4 R0.y, R1, c[1]; TXP R0.xyz, R0, texture[4], SHADOW2D; MUL R1.xyz, R2, c[5]; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[7].w; MOV R0.w, c[6].x; KIL -R1.x; MOV result.color, R0; END # 52 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_SPECULAR -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.DEFERRED_TEXTURE4 #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 4 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 5 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 6 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 7 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 5 : 8 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 4 : 9 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[0], 4 : 10 : 1 #var float4 CAMERA_CLIP_PLANES : : c[4] : 11 : 1 #var float4 SPOT_COLOR : : c[5] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[6] = 1 0.0039215689 2 0.0010004044 #const c[7] = 96 64 0.010002136 #const c[8] = 1 0.0039215689 1.53787e-05 PARAM c[9] = { program.local[0..5], { 1, 0.0039215689, 2, 0.0010004044 }, { 96, 64, 0.010002136 }, { 1, 0.0039215689, 1.53787e-05 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; MUL R1.zw, R1, c[6].xyxy; MUL R1.xy, R1, c[6]; MOV R2.z, R0.w; RCP R0.w, fragment.texcoord[1].w; MUL R4.xyz, fragment.texcoord[1], R0.w; ADD R2.x, R1, R1.y; ADD R2.y, R1.z, R1.w; MAD R2.xyz, R2, c[6].z, -c[6].x; MUL R0.w, R2.y, R2.y; DP3 R1.x, R4, R4; MAD R0.w, -R2.x, R2.x, -R0; RSQ R1.x, R1.x; MUL R1.xyz, R1.x, R4; DP3 R1.w, R1, R1; RSQ R1.w, R1.w; ADD R0.w, R0, c[6].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R3.z, R0.w, R2; MOV R3.xy, R2; MUL R1.xyz, R1.w, R1; DP3 R0.w, R3, R1; MUL R2.xyz, R3, R0.w; MAD R1.xyz, -R2, c[6].z, R1; DP3 R0.w, R1, -fragment.texcoord[3]; TXP R1.xyz, fragment.texcoord[0], texture[2], SHADOW2D; TXP R2.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R2.z, R2, c[8]; MUL R2.w, R2.z, c[4].y; ADD R1.w, R0, -c[6]; MUL R1.y, R1, c[7].x; POW R0.w, R0.w, R1.y; MUL R0.w, R0, R1.x; MOV R2.xy, R4; MOV R2.z, c[6].x; MUL R2.xyz, R2, R2.w; ADD R4.xyz, fragment.texcoord[2], -R2; DP3 R1.y, -fragment.texcoord[3], R4; MUL_SAT R1.x, R1.y, c[5].w; DP3_SAT R1.y, R3, -fragment.texcoord[3]; MAD R0.w, R0, c[7].y, R1.y; TEX R1.x, R1.x, texture[4], 2D; MOV R2.w, c[6].x; CMP R0.w, -R1, R0, R1.y; MUL R1.x, R1.z, R1; MUL R0.w, R0, R1.x; MUL R1.xyz, R0.w, R0; DP4 R0.w, R2, c[3]; MUL R1.xyz, R1, c[5]; DP4 R0.z, R2, c[2]; DP4 R0.x, R2, c[0]; DP4 R0.y, R2, c[1]; TXP R0.xyz, R0, texture[5], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[7].z; MOV R0.w, c[6].x; KIL -R1.x; MOV result.color, R0; END # 62 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_SPECULAR -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.INVERSE_PROJECTION #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 4 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 5 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 6 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 7 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 4 : 8 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 3 : 9 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[4], 4 : 10 : 1 #var float4 CAMERA_CLIP_PLANES : : : 11 : 0 #var float4 SPOT_COLOR : : c[8] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[9] = 1 2 0.0039215689 0.0010004044 #const c[10] = 96 64 0.010002136 PARAM c[11] = { program.local[0..8], { 1, 2, 0.0039215689, 0.0010004044 }, { 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; TXP R1, fragment.texcoord[0], texture[0], SHADOW2D; MOV R2.y, R0.w; MOV R2.x, R1.w; MUL R2.xy, R2, c[9].xzzw; ADD R1.w, R2.x, R2.y; RCP R0.w, fragment.texcoord[1].w; MUL R2.xy, fragment.texcoord[1], R0.w; MUL R2.xy, R2, R1.w; MAD R0.xyz, R0, c[9].y, -c[9].x; MOV R2.z, R1.w; MOV R2.w, c[9].x; DP4 R0.w, R2, c[3]; DP4 R3.z, R2, c[2]; DP4 R3.y, R2, c[1]; DP4 R3.x, R2, c[0]; RCP R0.w, R0.w; MUL R2.xyz, R3, R0.w; DP3 R0.w, R2, R2; RSQ R0.w, R0.w; MUL R3.xyz, R0.w, R2; DP3 R0.w, R3, R3; RSQ R0.w, R0.w; MUL R3.xyz, R0.w, R3; DP3 R0.w, R0, R3; MUL R4.xyz, R0, R0.w; MAD R3.xyz, -R4, c[9].y, R3; DP3 R1.w, R3, -fragment.texcoord[3]; TXP R3.xyz, fragment.texcoord[0], texture[2], SHADOW2D; DP3_SAT R0.y, R0, -fragment.texcoord[3]; ADD R0.w, R1, -c[9]; MUL R2.w, R3.y, c[10].x; POW R1.w, R1.w, R2.w; MUL R1.w, R1, R3.x; ADD R4.xyz, -R2, fragment.texcoord[2]; DP3 R2.w, -fragment.texcoord[3], R4; MUL_SAT R2.w, R2, c[8]; TEX R0.x, R2.w, texture[3], 2D; MAD R0.z, R1.w, c[10].y, R0.y; MUL R1.w, R3.z, R0.x; CMP R0.x, -R0.w, R0.z, R0.y; MOV R2.w, c[9].x; MUL R0.x, R0, R1.w; MUL R1.xyz, R0.x, R1; DP4 R0.w, R2, c[7]; MUL R1.xyz, R1, c[8]; DP4 R0.z, R2, c[6]; DP4 R0.x, R2, c[4]; DP4 R0.y, R2, c[5]; TXP R0.xyz, R0, texture[4], SHADOW2D; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[10].z; MOV R0.w, c[9].x; KIL -R1.x; MOV result.color, R0; END # 57 instructions, 5 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry spotLight -DUSE_SPECULAR -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program spotLight #semantic spotLight.INVERSE_PROJECTION #semantic spotLight.DEFERRED_TEXTURE4 #semantic spotLight.DEFERRED_TEXTURE1 #semantic spotLight.DEFERRED_TEXTURE2 #semantic spotLight.DEFERRED_TEXTURE3 #semantic spotLight.SPOT_PROJECTION_TEXTURE #semantic spotLight.SPOT_FADE_TEXTURE #semantic spotLight.SPOT_PROJECTION_TEXTURE_TM #semantic spotLight.CAMERA_CLIP_PLANES #semantic spotLight.SPOT_COLOR #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 lightDirection : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 4 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 5 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 6 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 7 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 8 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 5 : 9 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 4 : 10 : 1 #var float4x4 SPOT_PROJECTION_TEXTURE_TM : : c[4], 4 : 11 : 1 #var float4 CAMERA_CLIP_PLANES : : : 12 : 0 #var float4 SPOT_COLOR : : c[8] : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[9] = 1 0.0039215689 2 1.53787e-05 #const c[10] = 0.0010004044 96 64 0.010002136 PARAM c[11] = { program.local[0..8], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.0010004044, 96, 64, 0.010002136 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TXP R2, fragment.texcoord[0], texture[1], SHADOW2D; MUL R2.zw, R2, c[9].xyxy; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.z, R0, c[9].xyww; RCP R0.w, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.w; MUL R2.xy, R2, c[9]; MUL R1.xy, R0, R0.z; MOV R1.z, R0; MOV R1.w, c[9].x; DP4 R0.x, R1, c[3]; RCP R0.w, R0.x; DP4 R0.z, R1, c[2]; DP4 R0.y, R1, c[1]; DP4 R0.x, R1, c[0]; MUL R1.xyz, R0, R0.w; TXP R0, fragment.texcoord[0], texture[0], SHADOW2D; DP3 R1.w, R1, R1; ADD R3.y, R2.z, R2.w; MOV R3.z, R0.w; ADD R3.x, R2, R2.y; MAD R2.xyz, R3, c[9].z, -c[9].x; MUL R0.w, R2.y, R2.y; RSQ R1.w, R1.w; MUL R3.xyz, R1.w, R1; MAD R0.w, -R2.x, R2.x, -R0; DP3 R1.w, R3, R3; RSQ R1.w, R1.w; ADD R0.w, R0, c[9].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R2.z, R0.w, R2; MUL R3.xyz, R1.w, R3; DP3 R0.w, R2, R3; MUL R4.xyz, R2, R0.w; MAD R3.xyz, -R4, c[9].z, R3; DP3 R1.w, R3, -fragment.texcoord[3]; TXP R3.xyz, fragment.texcoord[0], texture[2], SHADOW2D; DP3_SAT R2.y, R2, -fragment.texcoord[3]; ADD R0.w, R1, -c[10].x; MUL R2.w, R3.y, c[10].y; POW R1.w, R1.w, R2.w; ADD R4.xyz, -R1, fragment.texcoord[2]; DP3 R2.w, -fragment.texcoord[3], R4; MUL R1.w, R1, R3.x; MAD R1.w, R1, c[10].z, R2.y; CMP R0.w, -R0, R1, R2.y; MUL_SAT R2.w, R2, c[8]; TEX R2.x, R2.w, texture[4], 2D; MUL R2.x, R3.z, R2; MUL R0.w, R0, R2.x; MUL R2.xyz, R0.w, R0; MOV R1.w, c[9].x; DP4 R0.w, R1, c[7]; DP4 R0.z, R1, c[6]; DP4 R0.x, R1, c[4]; DP4 R0.y, R1, c[5]; TXP R0.xyz, R0, texture[5], SHADOW2D; MUL R1.xyz, R2, c[8]; MUL R0.xyz, R1, R0; ADD R0.w, R0.x, R0.y; ADD R0.w, R0.z, R0; SLT R1.x, R0.w, c[10].w; MOV R0.w, c[9].x; KIL -R1.x; MOV result.color, R0; END # 66 instructions, 5 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry ambient -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program ambient #semantic ambient.GLOBAL_AMBIENT_COLOR1 #semantic ambient.GLOBAL_AMBIENT_COLOR2 #semantic ambient.DEFERRED_TEXTURE1 #semantic ambient.DEFERRED_TEXTURE2 #semantic ambient.DEFERRED_TEXTURE3 #semantic ambient.FOG_COLOR #var float2 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 hemiDir : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 GLOBAL_AMBIENT_COLOR1 : : c[0] : 2 : 1 #var float4 GLOBAL_AMBIENT_COLOR2 : : c[1] : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #const c[3] = 1 2 0.5 PARAM c[4] = { program.local[0..2], { 1, 2, 0.5 } }; TEMP R0; TEMP R1; TEX R0.xyz, fragment.texcoord[0], texture[1], 2D; MAD R1.xyz, R0, c[3].y, -c[3].x; DP3 R1.w, R1, fragment.texcoord[1]; TEX R0.zw, fragment.texcoord[0], texture[2], 2D; ADD R1.xyz, R0.w, c[1]; ADD R0.xyw, R0.w, c[0].xyzz; ADD R0.xyw, R0, -R1.xyzz; MAD R1.w, R1, c[3].z, c[3].z; MAD R0.xyw, R1.w, R0, R1.xyzz; TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; MAD R1.xyz, R1, R0.xyww, -c[2]; MAD result.color.xyz, R0.z, R1, c[2]; MOV result.color.w, c[3].x; END # 13 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry ambient -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program ambient #semantic ambient.GLOBAL_AMBIENT_COLOR1 #semantic ambient.GLOBAL_AMBIENT_COLOR2 #semantic ambient.DEFERRED_TEXTURE1 #semantic ambient.DEFERRED_TEXTURE2 #semantic ambient.DEFERRED_TEXTURE3 #semantic ambient.FOG_COLOR #semantic ambient.DEFERRED_TEXTURE4 #var float2 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 hemiDir : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 GLOBAL_AMBIENT_COLOR1 : : c[0] : 2 : 1 #var float4 GLOBAL_AMBIENT_COLOR2 : : c[1] : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var sampler2D DEFERRED_TEXTURE4 : : : 8 : 0 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[3] = 1 0.0039215689 2 0.5 PARAM c[4] = { program.local[0..2], { 1, 0.0039215689, 2, 0.5 } }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0], texture[1], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1.xy, R1, c[3]; MUL R1.zw, R1, c[3].xyxy; MOV R2.z, R0.w; ADD R2.x, R1, R1.y; ADD R2.y, R1.z, R1.w; MAD R1.xyz, R2, c[3].z, -c[3].x; MUL R0.w, R1.y, R1.y; MAD R0.w, -R1.x, R1.x, -R0; ADD R0.w, R0, c[3].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R1.z, R0.w, R1; DP3 R0.w, R1, fragment.texcoord[1]; TEX R2.zw, fragment.texcoord[0], texture[2], 2D; ADD R1.xyz, R2.w, c[1]; ADD R2.xyw, R2.w, c[0].xyzz; ADD R2.xyw, R2, -R1.xyzz; MAD R0.w, R0, c[3], c[3]; MAD R1.xyz, R0.w, R2.xyww, R1; MAD R0.xyz, R0, R1, -c[2]; MAD result.color.xyz, R2.z, R0, c[2]; MOV result.color.w, c[3].x; END # 24 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry ambient -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program ambient #semantic ambient.GLOBAL_AMBIENT_COLOR1 #semantic ambient.GLOBAL_AMBIENT_COLOR2 #semantic ambient.DEFERRED_TEXTURE1 #semantic ambient.DEFERRED_TEXTURE2 #semantic ambient.DEFERRED_TEXTURE3 #semantic ambient.FOG_COLOR #var float2 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 hemiDir : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 GLOBAL_AMBIENT_COLOR1 : : c[0] : 2 : 1 #var float4 GLOBAL_AMBIENT_COLOR2 : : c[1] : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #const c[3] = 1 2 0.5 PARAM c[4] = { program.local[0..2], { 1, 2, 0.5 } }; TEMP R0; TEMP R1; TEX R0.xyz, fragment.texcoord[0], texture[1], 2D; MAD R1.xyz, R0, c[3].y, -c[3].x; DP3 R1.w, R1, fragment.texcoord[1]; TEX R0.zw, fragment.texcoord[0], texture[2], 2D; ADD R1.xyz, R0.w, c[1]; ADD R0.xyw, R0.w, c[0].xyzz; ADD R0.xyw, R0, -R1.xyzz; MAD R1.w, R1, c[3].z, c[3].z; MAD R0.xyw, R1.w, R0, R1.xyzz; TEX R1.xyz, fragment.texcoord[0], texture[0], 2D; MAD R1.xyz, R1, R0.xyww, -c[2]; MAD result.color.xyz, R0.z, R1, c[2]; MOV result.color.w, c[3].x; END # 13 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry ambient -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program ambient #semantic ambient.GLOBAL_AMBIENT_COLOR1 #semantic ambient.GLOBAL_AMBIENT_COLOR2 #semantic ambient.DEFERRED_TEXTURE1 #semantic ambient.DEFERRED_TEXTURE2 #semantic ambient.DEFERRED_TEXTURE3 #semantic ambient.FOG_COLOR #semantic ambient.DEFERRED_TEXTURE4 #var float2 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 hemiDir : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 GLOBAL_AMBIENT_COLOR1 : : c[0] : 2 : 1 #var float4 GLOBAL_AMBIENT_COLOR2 : : c[1] : 3 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 4 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 5 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var sampler2D DEFERRED_TEXTURE4 : : : 8 : 0 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[3] = 1 0.0039215689 2 0.5 PARAM c[4] = { program.local[0..2], { 1, 0.0039215689, 2, 0.5 } }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0], texture[1], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1.xy, R1, c[3]; MUL R1.zw, R1, c[3].xyxy; MOV R2.z, R0.w; ADD R2.x, R1, R1.y; ADD R2.y, R1.z, R1.w; MAD R1.xyz, R2, c[3].z, -c[3].x; MUL R0.w, R1.y, R1.y; MAD R0.w, -R1.x, R1.x, -R0; ADD R0.w, R0, c[3].x; RSQ R0.w, R0.w; RCP R0.w, R0.w; MUL R1.z, R0.w, R1; DP3 R0.w, R1, fragment.texcoord[1]; TEX R2.zw, fragment.texcoord[0], texture[2], 2D; ADD R1.xyz, R2.w, c[1]; ADD R2.xyw, R2.w, c[0].xyzz; ADD R2.xyw, R2, -R1.xyzz; MAD R0.w, R0, c[3], c[3]; MAD R1.xyz, R0.w, R2.xyww, R1; MAD R0.xyz, R0, R1, -c[2]; MAD result.color.xyz, R2.z, R0, c[2]; MOV result.color.w, c[3].x; END # 24 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_blur_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.DEFERRED_TEXTURE1 #semantic main.DEFERRED_TEXTURE2 #semantic main.CAMERA_CLIP_PLANES #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 1 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 2 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 3 : 1 #var float4 oColor : $vout.COLOR : COL : 4 : 1 #const c[1] = 2.5006106 1 0 0.0039215689 #const c[2] = -0.00078105927 -0.0013885498 0.050000001 0.40000001 #const c[3] = -0.00078105927 0.0013885498 0.00078105927 -0.0013885498 PARAM c[4] = { program.local[0], { 2.5006106, 1, 0, 0.0039215689 }, { -0.00078105927, -0.0013885498, 0.050000001, 0.40000001 }, { -0.00078105927, 0.0013885498, 0.00078105927, -0.0013885498 } }; TEMP R0; TEMP R1; TEMP R2; ADD R1.xy, fragment.texcoord[0], c[2]; TEX R1.w, R1, texture[0], 2D; MOV R0.z, R1.w; TEX R0.w, R1, texture[1], 2D; MUL R1.xy, R0.zwzw, c[1].ywzw; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MOV R1.z, R0.w; TEX R1.w, fragment.texcoord[0], texture[1], 2D; MUL R0.zw, R1, c[1].xyyw; ADD R0.y, R0.z, R0.w; ADD R1.x, R1, R1.y; MUL R0.z, R1.x, c[0].y; ADD R1.xy, fragment.texcoord[0], c[3]; MUL R0.y, R0, c[0]; ADD R0.z, R0.y, -R0; ABS R1.z, R0; TEX R1.w, R1, texture[0], 2D; SLT R2.x, R1.z, c[2].w; TEX R0.w, R1, texture[1], 2D; MOV R0.z, R1.w; MUL R0.zw, R0, c[1].xyyw; ADD R1.y, R0.z, R0.w; ABS R1.x, R2; CMP R0.w, -R1.x, c[1].z, c[1].y; SLT R0.z, c[2], R1; MUL R1.x, R0.z, R0.w; MUL R0.z, R1.y, c[0].y; ADD R0.w, R1.z, -c[2].z; MUL R1.y, R0.w, c[1].x; CMP R1.x, -R1, c[1].y, R1.y; CMP R1.x, -R0.w, R1, R0; ADD R0.z, R0.y, -R0; ABS R0.z, R0; SLT R1.y, R0.z, c[2].w; CMP R0.w, -R0, c[1].z, c[1].y; CMP result.color.w, -R0, c[1].z, R1.x; ABS R1.y, R1; ADD R1.z, R0, -c[2]; SLT R0.w, c[2].z, R0.z; CMP R1.x, -R1.y, c[1].z, c[1].y; MUL R2.x, R0.w, R1; ADD R1.xy, fragment.texcoord[0], c[3].zwzw; TEX R1.w, R1, texture[0], 2D; TEX R0.w, R1, texture[1], 2D; MOV R0.z, R1.w; MUL R0.zw, R0, c[1].xyyw; MUL R1.x, R1.z, c[1]; ADD R0.w, R0.z, R0; CMP R0.z, -R2.x, c[1].y, R1.x; MUL R1.x, R0.w, c[0].y; CMP R0.w, -R1.z, R0.z, R0.x; CMP R0.z, -R1, c[1], c[1].y; ADD R1.x, R0.y, -R1; CMP result.color.z, -R0, c[1], R0.w; ABS R0.z, R1.x; ADD R1.xy, fragment.texcoord[0], c[3].zyzw; TEX R0.w, R1, texture[1], 2D; TEX R1.w, R1, texture[0], 2D; SLT R1.z, R0, c[2].w; MOV R1.y, R0.w; MOV R1.x, R1.w; MUL R1.xy, R1, c[1].ywzw; ABS R0.w, R1.z; ADD R1.y, R1.x, R1; CMP R1.x, -R0.w, c[1].z, c[1].y; SLT R0.w, c[2].z, R0.z; MUL R0.w, R0, R1.x; MUL R1.x, R1.y, c[0].y; ADD R1.x, R0.y, -R1; ADD R0.z, R0, -c[2]; MUL R0.y, R0.z, c[1].x; ABS R1.x, R1; CMP R0.w, -R0, c[1].y, R0.y; ADD R0.y, R1.x, -c[2].z; SLT R1.y, R1.x, c[2].w; CMP R0.w, -R0.z, R0, R0.x; CMP R0.z, -R0, c[1], c[1].y; ABS R1.y, R1; MUL R1.z, R0.y, c[1].x; CMP R1.y, -R1, c[1].z, c[1]; SLT R1.x, c[2].z, R1; MUL R1.x, R1, R1.y; CMP R1.x, -R1, c[1].y, R1.z; CMP result.color.y, -R0.z, c[1].z, R0.w; CMP R0.z, -R0.y, R1.x, R0.x; CMP R0.x, -R0.y, c[1].z, c[1].y; CMP result.color.x, -R0, c[1].z, R0.z; END # 87 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry ao -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program ao #semantic ao.AO_SOURCE_TEXTURE #semantic ao.DEFERRED_TEXTURE3 #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var sampler2D AO_SOURCE_TEXTURE : : texunit 1 : 1 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 0 : 2 : 1 #var float4 oColor : $vout.COLOR : COL : 3 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[0] = 0.95019531 0.5 1 PARAM c[1] = { { 0.95019531, 0.5, 1 } }; TEMP R0; MUL R0.xy, fragment.texcoord[0], c[0].y; TEX R0.z, fragment.texcoord[0], texture[0], 2D; TEX R0.x, R0, texture[1], 2D; ADD R0.z, -R0, c[0]; ADD_SAT R0.x, R0, R0.z; ADD R0.y, -R0.x, c[0].x; ADD R0.z, R0.y, R0.y; SLT R0.y, R0.z, -R0; KIL -R0.y; MOV result.color.xyz, R0.x; MOV result.color.w, c[0].z; END # 11 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry negative -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program negative #semantic negative.DEFERRED_TEXTURE1 #semantic negative.DEFERRED_TEXTURE2 #semantic negative.DEFERRED_TEXTURE3 #semantic negative.CAMERA_CLIP_PLANES #semantic negative.LIGHT_POSITION1 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_POSITION1 : : c[1] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #const c[2] = 1 2 0.0039215689 0.25 PARAM c[3] = { program.local[0..1], { 1, 2, 0.0039215689, 0.25 } }; TEMP R0; TEMP R1; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; TXP R0.w, fragment.texcoord[0], texture[0], SHADOW2D; MOV R0.y, R1.w; MOV R0.x, R0.w; MUL R0.xy, R0, c[2].xzzw; ADD R0.y, R0.x, R0; MUL R0.w, R0.y, c[0].y; RCP R0.x, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.x; MOV R0.z, c[2].x; MUL R0.xyz, R0, R0.w; ADD R0.xyz, fragment.texcoord[2], -R0; DP3 R0.w, R0, R0; RSQ R1.w, R0.w; RCP R0.w, R1.w; MUL R0.xyz, R1.w, R0; MAD R1.xyz, R1, c[2].y, -c[2].x; DP3_SAT R0.x, R1, R0; MUL_SAT R0.w, R0, c[1]; ADD R0.y, -R0.w, c[2].x; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.y; MAD R0.x, -R0, R0.z, c[2]; MAD result.color.xyz, R0.x, R0.x, c[2].w; MOV result.color.w, c[2].x; END # 25 instructions, 2 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry negative -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program negative #semantic negative.DEFERRED_TEXTURE1 #semantic negative.DEFERRED_TEXTURE2 #semantic negative.DEFERRED_TEXTURE3 #semantic negative.CAMERA_CLIP_PLANES #semantic negative.LIGHT_POSITION1 #semantic negative.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 LIGHT_POSITION1 : : c[1] : 7 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[2] = 1 0.0039215689 2 1.53787e-05 #const c[3] = 0.25 PARAM c[4] = { program.local[0..1], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.25 } }; TEMP R0; TEMP R1; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; MUL R0.zw, R0, c[2].xyxy; MUL R0.xy, R0, c[2]; ADD R1.y, R0.z, R0.w; TXP R0.w, fragment.texcoord[0], texture[0], SHADOW2D; ADD R1.x, R0, R0.y; MOV R1.z, R0.w; MAD R1.xyz, R1, c[2].z, -c[2].x; MUL R0.x, R1.y, R1.y; MAD R0.w, -R1.x, R1.x, -R0.x; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.y, R0, c[2].xyww; ADD R0.w, R0, c[2].x; MUL R1.w, R0.y, c[0].y; RCP R0.x, fragment.texcoord[1].w; RSQ R0.w, R0.w; MUL R0.xy, fragment.texcoord[1], R0.x; MOV R0.z, c[2].x; MUL R0.xyz, R0, R1.w; RCP R1.w, R0.w; ADD R0.xyz, fragment.texcoord[2], -R0; DP3 R0.w, R0, R0; MUL R1.z, R1.w, R1; RSQ R1.w, R0.w; MUL R0.xyz, R1.w, R0; DP3_SAT R0.x, R1, R0; RCP R0.w, R1.w; MUL_SAT R0.w, R0, c[1]; ADD R0.y, -R0.w, c[2].x; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.y; MAD R0.x, -R0, R0.z, c[2]; MAD result.color.xyz, R0.x, R0.x, c[3].x; MOV result.color.w, c[2].x; END # 34 instructions, 2 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry negative -DUSE_3D -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program negative #semantic negative.DEFERRED_TEXTURE1 #semantic negative.DEFERRED_TEXTURE2 #semantic negative.DEFERRED_TEXTURE3 #semantic negative.CAMERA_CLIP_PLANES #semantic negative.LIGHT_POSITION1 #semantic negative.INVERSE_PROJECTION #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_POSITION1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[5] = 1 2 0.0039215689 0.25 PARAM c[6] = { program.local[0..4], { 1, 2, 0.0039215689, 0.25 } }; TEMP R0; TEMP R1; TEMP R2; TXP R1, fragment.texcoord[0], texture[1], SHADOW2D; TXP R0.w, fragment.texcoord[0], texture[0], SHADOW2D; MOV R0.y, R1.w; MOV R0.x, R0.w; MUL R0.zw, R0.xyxy, c[5].xyxz; ADD R0.z, R0, R0.w; RCP R0.x, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.x; MUL R0.xy, R0, R0.z; MOV R0.w, c[5].x; DP4 R1.w, R0, c[3]; DP4 R2.z, R0, c[2]; DP4 R2.y, R0, c[1]; RCP R1.w, R1.w; DP4 R2.x, R0, c[0]; MAD R0.xyz, -R2, R1.w, fragment.texcoord[2]; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; RCP R1.w, R0.w; MAD R1.xyz, R1, c[5].y, -c[5].x; DP3_SAT R0.x, R1, R0; MUL_SAT R0.w, R1, c[4]; ADD R0.y, -R0.w, c[5].x; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.y; MAD R0.x, -R0, R0.z, c[5]; MAD result.color.xyz, R0.x, R0.x, c[5].w; MOV result.color.w, c[5].x; END # 29 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry negative -DUSE_3D -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/deferred_light_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program negative #semantic negative.DEFERRED_TEXTURE1 #semantic negative.DEFERRED_TEXTURE2 #semantic negative.DEFERRED_TEXTURE3 #semantic negative.CAMERA_CLIP_PLANES #semantic negative.LIGHT_POSITION1 #semantic negative.INVERSE_PROJECTION #semantic negative.DEFERRED_TEXTURE4 #var float4 inTexCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 clipPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 lightPosition : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 0 : 3 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 1 : 4 : 1 #var sampler2D DEFERRED_TEXTURE3 : : texunit 2 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 LIGHT_POSITION1 : : c[4] : 7 : 1 #var float4x4 INVERSE_PROJECTION : : c[0], 4 : 8 : 1 #var sampler2D DEFERRED_TEXTURE4 : : texunit 3 : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #const c[5] = 1 0.0039215689 2 1.53787e-05 #const c[6] = 0.25 PARAM c[7] = { program.local[0..4], { 1, 0.0039215689, 2, 1.53787e-05 }, { 0.25 } }; TEMP R0; TEMP R1; TEMP R2; TXP R0, fragment.texcoord[0], texture[1], SHADOW2D; MUL R0.zw, R0, c[5].xyxy; ADD R1.y, R0.z, R0.w; MUL R0.xy, R0, c[5]; TXP R0.w, fragment.texcoord[0], texture[0], SHADOW2D; ADD R1.x, R0, R0.y; MOV R1.z, R0.w; TXP R0.xyz, fragment.texcoord[0], texture[3], SHADOW2D; DP3 R0.z, R0, c[5].xyww; RCP R0.w, fragment.texcoord[1].w; MUL R0.xy, fragment.texcoord[1], R0.w; MAD R1.xyz, R1, c[5].z, -c[5].x; MUL R0.xy, R0, R0.z; MOV R0.w, c[5].x; DP4 R1.w, R0, c[3]; DP4 R2.x, R0, c[0]; DP4 R2.z, R0, c[2]; DP4 R2.y, R0, c[1]; RCP R1.w, R1.w; MAD R0.xyz, -R2, R1.w, fragment.texcoord[2]; MUL R0.w, R1.y, R1.y; MAD R1.w, -R1.x, R1.x, -R0; DP3 R2.x, R0, R0; RSQ R0.w, R2.x; ADD R1.w, R1, c[5].x; MUL R0.xyz, R0.w, R0; RSQ R1.w, R1.w; RCP R2.x, R0.w; RCP R0.w, R1.w; MUL R1.z, R0.w, R1; DP3_SAT R0.x, R1, R0; MUL_SAT R1.w, R2.x, c[4]; ADD R0.y, -R1.w, c[5].x; TXP R0.z, fragment.texcoord[0], texture[2], SHADOW2D; MUL R0.x, R0, R0.y; MAD R0.x, -R0, R0.z, c[5]; MAD result.color.xyz, R0.x, R0.x, c[6].x; MOV result.color.w, c[5].x; END # 38 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry diffuse_texture -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/ui_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program diffuse_texture #semantic diffuse_texture.DIFFUSE_TEXTURE #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 diffuseColor : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 oColor : $vout.COLOR : COL : 3 : 1 TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL result.color, R0, fragment.color.primary; END # 2 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry diffuse_notexture -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/ui_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program diffuse_notexture #var float2 texCoord : $vin.TEXCOORD0 : : 0 : 0 #var float4 diffuseColor : $vin.COLOR0 : COL0 : 1 : 1 #var float4 oColor : $vout.COLOR : COL : 2 : 1 MOV result.color, fragment.color.primary; END # 1 instructions, 0 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/particle_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.DIFFUSE_TEXTURE #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexColor : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 oColor : $vout.COLOR : COL : 3 : 1 TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL result.color, R0, fragment.color.primary; END # 2 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry distortion -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/particle_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program distortion #semantic distortion.DIFFUSE_TEXTURE #var float3 texCoord : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexColor : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 oColor : $vout.COLOR : COL : 3 : 1 #const c[0] = 0.5 PARAM c[1] = { { 0.5 } }; TEMP R0; TEMP R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, fragment.color.primary; ADD R1.xyz, -R0, c[0].x; MAD result.color.xyz, fragment.texcoord[0].z, R1, R0; MOV result.color.w, R0; END # 5 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/distortion_target_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.OFFSET_TEXTURE_SCALE #semantic main.OFFSET_BASE_TEXTURE_1 #semantic main.OFFSET_BASE_TEXTURE_2 #semantic main.OFFSET_OFFSET_TEXTURE_1 #semantic main.OFFSET_OFFSET_TEXTURE_2 #var float2 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float2 texCoord2 : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float2 texCoord3 : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float4 OFFSET_TEXTURE_SCALE : : c[0] : 4 : 1 #var sampler2D OFFSET_BASE_TEXTURE_1 : : texunit 2 : 5 : 1 #var sampler2D OFFSET_BASE_TEXTURE_2 : : texunit 3 : 6 : 1 #var sampler2D OFFSET_OFFSET_TEXTURE_1 : : texunit 0 : 7 : 1 #var sampler2D OFFSET_OFFSET_TEXTURE_2 : : texunit 1 : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[1] = 2 1 PARAM c[2] = { program.local[0], { 2, 1 } }; TEMP R0; TEMP R1; TEX R1.xy, fragment.texcoord[2], texture[1], 2D; MAD R0.zw, R1.xyxy, c[1].x, -c[1].y; MAD R0.zw, R0, c[0], fragment.texcoord[3].xyxy; TEX R0.xy, fragment.texcoord[0], texture[0], 2D; MAD R0.xy, R0, c[1].x, -c[1].y; TEX R1, R0.zwzw, texture[3], 2D; MAD R0.xy, R0, c[0], fragment.texcoord[1]; TEX R0, R0, texture[2], 2D; MUL R0, R0, R1; MUL result.color, R0, c[1].x; END # 10 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry offset -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/distortion_target_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program offset #semantic offset.OFFSET_DISTORTION_TEXTURE_1 #semantic offset.OFFSET_DISTORTION_TEXTURE_2 #var float2 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD2 : TEX2 : 1 : 1 #var sampler2D OFFSET_DISTORTION_TEXTURE_1 : : texunit 0 : 2 : 1 #var sampler2D OFFSET_DISTORTION_TEXTURE_2 : : texunit 1 : 3 : 1 #var float4 oColor : $vout.COLOR : COL : 4 : 1 #const c[0] = 0.5 PARAM c[1] = { { 0.5 } }; TEMP R0; TEMP R1; TEX R0, fragment.texcoord[0], texture[0], 2D; TEX R1, fragment.texcoord[2], texture[1], 2D; ADD R1, R1, -R0; MAD result.color, R1, c[0].x, R0; END # 4 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/rendertarget_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.RENDERTARGET_TEXTURE #semantic main.COLOR_CONTROLS #semantic main.COLOR_CONTROLS_RGB #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD1 : : 1 : 0 #var sampler2D RENDERTARGET_TEXTURE : : texunit 0 : 2 : 1 #var float4 COLOR_CONTROLS : : c[0] : 3 : 1 #var float4 COLOR_CONTROLS_RGB : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 #const c[2] = 0.5 0.21252441 0.71533203 0.07208252 #const c[3] = 1 PARAM c[4] = { program.local[0..1], { 0.5, 0.21252441, 0.71533203, 0.07208252 }, { 1 } }; TEMP R0; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MUL R0.yzw, R0.xxyz, c[0].y; DP3 R0.x, R0.yzww, c[2].yzww; ADD R0.yzw, R0, -R0.x; MAD R0.yzw, R0, c[0].z, R0.x; MOV R0.x, c[2]; ADD R0.yzw, R0, -c[2].x; MAD R0.xyz, R0.yzww, c[0].x, R0.x; MAD_SAT result.color.xyz, R0, c[1], R0; MOV result.color.w, c[3].x; END # 10 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -DUSE_DISTORTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/rendertarget_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.RENDERTARGET_TEXTURE #semantic main.OFFSET_TEXTURE #semantic main.OFFSET_SCALE #semantic main.COLOR_CONTROLS #semantic main.COLOR_CONTROLS_RGB #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var sampler2D RENDERTARGET_TEXTURE : : texunit 1 : 2 : 1 #var sampler2D OFFSET_TEXTURE : : texunit 0 : 3 : 1 #var float4 OFFSET_SCALE : : c[0] : 4 : 1 #var float4 COLOR_CONTROLS : : c[1] : 5 : 1 #var float4 COLOR_CONTROLS_RGB : : c[2] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 #const c[3] = 0.5 0.49803922 1 #const c[4] = 0.21252441 0.71533203 0.07208252 PARAM c[5] = { program.local[0..2], { 0.5, 0.49803922, 1 }, { 0.21252441, 0.71533203, 0.07208252 } }; TEMP R0; TEX R0.xy, fragment.texcoord[1], texture[0], 2D; ADD R0.xy, R0, -c[3].y; MAD R0.xy, R0, c[0], fragment.texcoord[0]; TEX R0.xyz, R0, texture[1], 2D; MUL R0.yzw, R0.xxyz, c[1].y; DP3 R0.x, R0.yzww, c[4]; ADD R0.yzw, R0, -R0.x; MAD R0.yzw, R0, c[1].z, R0.x; MOV R0.x, c[3]; ADD R0.yzw, R0, -c[3].x; MAD R0.xyz, R0.yzww, c[1].x, R0.x; MAD_SAT result.color.xyz, R0, c[2], R0; MOV result.color.w, c[3].z; END # 13 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -DUSE_GLOW=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/rendertarget_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.RENDERTARGET_TEXTURE #semantic main.GLOW_TEXTURE #semantic main.GLOW_SETTINGS #semantic main.COLOR_CONTROLS #semantic main.COLOR_CONTROLS_RGB #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD1 : : 1 : 0 #var sampler2D RENDERTARGET_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D GLOW_TEXTURE : : texunit 1 : 3 : 1 #var float4 GLOW_SETTINGS : : c[0] : 4 : 1 #var float4 COLOR_CONTROLS : : c[1] : 5 : 1 #var float4 COLOR_CONTROLS_RGB : : c[2] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 #const c[3] = 0.5 1 #const c[4] = 0.21252441 0.71533203 0.07208252 PARAM c[5] = { program.local[0..2], { 0.5, 1 }, { 0.21252441, 0.71533203, 0.07208252 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; TEX R1.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; MUL R1.xyz, R1, c[0].z; ADD R2.xyz, -R0, c[3].y; MAD R0.xyz, R2, R1, R0; MUL R0.xyz, R0, c[1].y; DP3 R0.w, R0, c[4]; ADD R0.xyz, R0, -R0.w; MAD R1.xyz, R0, c[1].z, R0.w; MOV R0.x, c[3]; ADD R1.xyz, R1, -c[3].x; MAD R0.xyz, R1, c[1].x, R0.x; MAD_SAT result.color.xyz, R0, c[2], R0; MOV result.color.w, c[3].y; END # 14 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -DUSE_GLOW=1 -DUSE_DISTORTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/rendertarget_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.RENDERTARGET_TEXTURE #semantic main.GLOW_TEXTURE #semantic main.GLOW_SETTINGS #semantic main.OFFSET_TEXTURE #semantic main.OFFSET_SCALE #semantic main.COLOR_CONTROLS #semantic main.COLOR_CONTROLS_RGB #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var sampler2D RENDERTARGET_TEXTURE : : texunit 1 : 2 : 1 #var sampler2D GLOW_TEXTURE : : texunit 2 : 3 : 1 #var float4 GLOW_SETTINGS : : c[0] : 4 : 1 #var sampler2D OFFSET_TEXTURE : : texunit 0 : 5 : 1 #var float4 OFFSET_SCALE : : c[1] : 6 : 1 #var float4 COLOR_CONTROLS : : c[2] : 7 : 1 #var float4 COLOR_CONTROLS_RGB : : c[3] : 8 : 1 #var float4 oColor : $vout.COLOR : COL : 9 : 1 #const c[4] = 0.5 0.49803922 1 #const c[5] = 0.21252441 0.71533203 0.07208252 PARAM c[6] = { program.local[0..3], { 0.5, 0.49803922, 1 }, { 0.21252441, 0.71533203, 0.07208252 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xy, fragment.texcoord[1], texture[0], 2D; ADD R0.xy, R0, -c[4].y; MAD R0.zw, R0.xyxy, c[1], fragment.texcoord[0]; TEX R1.xyz, R0.zwzw, texture[2], 2D; MAD R0.xy, R0, c[1], fragment.texcoord[0]; TEX R0.xyz, R0, texture[1], 2D; MUL R1.xyz, R1, c[0].z; ADD R2.xyz, -R0, c[4].z; MAD R0.xyz, R2, R1, R0; MUL R0.xyz, R0, c[2].y; DP3 R0.w, R0, c[5]; ADD R0.xyz, R0, -R0.w; MAD R1.xyz, R0, c[2].z, R0.w; MOV R0.x, c[4]; ADD R1.xyz, R1, -c[4].x; MAD R0.xyz, R1, c[2].x, R0.x; MAD_SAT result.color.xyz, R0, c[3], R0; MOV result.color.w, c[4].z; END # 18 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry filter -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/glow_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program filter #semantic filter.GLOW_SOURCE_TEXTURE #semantic filter.GLOW_BLEND_WEIGHTS_1 #semantic filter.GLOW_BLEND_WEIGHTS_2 #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 texCoord2 : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 texCoord3 : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D GLOW_SOURCE_TEXTURE : : texunit 0 : 4 : 1 #var float4 GLOW_BLEND_WEIGHTS_1 : : c[0] : 5 : 1 #var float4 GLOW_BLEND_WEIGHTS_2 : : c[1] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0].zwzw, texture[0], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1, R1, c[0].y; MUL R0, R0, c[0].x; ADD R2, R0, R1; TEX R0, fragment.texcoord[1], texture[0], 2D; TEX R1, fragment.texcoord[1].zwzw, texture[0], 2D; MUL R0, R0, c[0].z; ADD R0, R2, R0; MUL R1, R1, c[0].w; ADD R2, R0, R1; TEX R0, fragment.texcoord[2], texture[0], 2D; TEX R1, fragment.texcoord[2].zwzw, texture[0], 2D; MUL R0, R0, c[1].x; ADD R0, R2, R0; MUL R1, R1, c[1].y; ADD R2, R0, R1; TEX R0, fragment.texcoord[3], texture[0], 2D; TEX R1, fragment.texcoord[3].zwzw, texture[0], 2D; MUL R0, R0, c[1].z; MUL R1, R1, c[1].w; ADD R0, R2, R0; ADD result.color, R0, R1; END # 23 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry filter -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/glow_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program filter #semantic filter.GLOW_SOURCE_TEXTURE #semantic filter.GLOW_BLEND_WEIGHTS_1 #semantic filter.GLOW_BLEND_WEIGHTS_2 #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 texCoord1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 texCoord2 : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 texCoord3 : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D GLOW_SOURCE_TEXTURE : : texunit 0 : 4 : 1 #var float4 GLOW_BLEND_WEIGHTS_1 : : c[0] : 5 : 1 #var float4 GLOW_BLEND_WEIGHTS_2 : : c[1] : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEMP R1; TEMP R2; TEX R1, fragment.texcoord[0].zwzw, texture[0], 2D; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1, R1, c[0].y; MUL R0, R0, c[0].x; ADD R2, R0, R1; TEX R0, fragment.texcoord[1], texture[0], 2D; TEX R1, fragment.texcoord[1].zwzw, texture[0], 2D; MUL R0, R0, c[0].z; ADD R0, R2, R0; MUL R1, R1, c[0].w; ADD R2, R0, R1; TEX R0, fragment.texcoord[2], texture[0], 2D; TEX R1, fragment.texcoord[2].zwzw, texture[0], 2D; MUL R0, R0, c[1].x; ADD R0, R2, R0; MUL R1, R1, c[1].y; ADD R2, R0, R1; TEX R0, fragment.texcoord[3], texture[0], 2D; TEX R1, fragment.texcoord[3].zwzw, texture[0], 2D; MUL R0, R0, c[1].z; MUL R1, R1, c[1].w; ADD R0, R2, R0; ADD result.color, R0, R1; END # 23 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry filter_hdr -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/glow_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program filter_hdr #semantic filter_hdr.GLOW_SETTINGS #semantic filter_hdr.GLOW_HDR_SOURCE_TEXTURE #semantic filter_hdr.GLOW_SOURCE_TEXTURE #var float4 texCoord0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 GLOW_SETTINGS : : c[0] : 1 : 1 #var sampler2D GLOW_HDR_SOURCE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D GLOW_SOURCE_TEXTURE : : texunit 1 : 3 : 1 #var float4 oColor : $vout.COLOR : COL : 4 : 1 #const c[1] = 1 0 PARAM c[2] = { program.local[0], { 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MAX R0.w, R0.x, R0.y; MAX R0.w, R0, R0.z; SLT R1.x, R0.w, c[0]; ADD R0.w, R0, -c[0].x; ABS R1.w, R1.x; CMP R0.xyz, R0.w, c[1].y, R0; MUL R1.x, R0.w, c[0].y; MUL R1.xyz, R0, R1.x; CMP R0.w, -R1, c[1].y, c[1].x; CMP R1.xyz, -R0.w, R1, R0; TEX R0.xyz, fragment.texcoord[0].zwzw, texture[1], 2D; ADD R2.xyz, -R1, c[1].x; MAD result.color.xyz, R2, R0, R1; MOV result.color.w, c[1].x; END # 15 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; MUL R0.xyz, R0, fragment.color.primary; ADD R0.xyz, R0, -c[1]; MOV result.color.w, R0; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; END # 6 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 1 : 5 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[1], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; MUL R0.xyz, R0, fragment.color.primary; ADD R0.xyz, R0, -c[1]; MOV result.color.w, R0; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; END # 6 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 1 : 5 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[1], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; MUL R0.xyz, R0, fragment.color.primary; ADD R0.xyz, R0, -c[1]; MOV result.color.w, R0; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; END # 6 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 1 : 5 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[1], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; MUL R0.xyz, R0, fragment.color.primary; ADD R0.xyz, R0, -c[1]; MOV result.color.w, R0; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; END # 6 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=0 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 FOG_COLOR : : c[1] : 4 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 1 : 5 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 6 : 1 #var float4 oColor : $vout.COLOR : COL : 7 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[1], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #const c[3] = 2 1 0 PARAM c[4] = { program.local[0..2], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[3].x, -c[3].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[3].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; DP3 R0.x, R0, fragment.texcoord[3]; MAX R0.y, fragment.texcoord[3].w, c[3].z; MAX R0.x, R0, c[3].z; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, c[1]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[2]; MAD result.color.xyz, fragment.color.primary.w, R0, c[2]; MOV result.color.w, R0; END # 21 instructions, 2 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 FOG_COLOR : : c[1] : 7 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 8 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 FOG_COLOR : : c[3] : 10 : 1 #var float4 oColor : $vout.COLOR : COL : 11 : 1 #const c[4] = 2 1 0 4 PARAM c[5] = { program.local[0..3], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[4].x, -c[4].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.w, R0.w; ADD R0.z, -R0, c[4].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; MUL R1.xyz, R0.w, fragment.texcoord[2]; DP3 R0.w, R0, R1; MUL R2.xyz, R0, R0.w; DP3 R0.y, R0, fragment.texcoord[3]; MAX R0.z, R0.y, c[4]; MAD R1.xyz, -R2, c[4].x, R1; DP3 R0.w, -R1, fragment.texcoord[3]; MAX R0.x, R0.w, c[4].z; MUL R0.y, R0.z, c[4].w; MIN R0.w, R0.y, c[4].y; MAD_SAT R0.x, R0, c[0].z, c[0].w; MUL R0.x, R0, R0; MUL R0.x, R0, R0.w; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.x, R0, R0.y; MAD R0.x, R0, c[0].y, R0.z; MAX R0.y, fragment.texcoord[3].w, c[4].z; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, c[2]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[3]; MAD result.color.xyz, fragment.color.primary.w, R0, c[3]; MOV result.color.w, R0; END # 37 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 FOG_COLOR : : c[1] : 10 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 11 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 FOG_COLOR : : c[2] : 7 : 1 #var float4 oColor : $vout.COLOR : COL : 8 : 1 #const c[3] = 2 1 0 PARAM c[4] = { program.local[0..2], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[3].x, -c[3].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; DP3 R0.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.w, R0.w; ADD R0.z, -R0, c[3].y; RSQ R0.z, R0.z; MUL R1.xyz, R0.w, fragment.texcoord[3]; RCP R0.z, R0.z; DP3 R0.x, R0, R1; MAX R0.y, fragment.texcoord[3].w, c[3].z; MAX R0.x, R0, c[3].z; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, c[1]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[2]; MAD result.color.xyz, fragment.color.primary.w, R0, c[2]; MOV result.color.w, R0; END # 24 instructions, 2 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 FOG_COLOR : : c[1] : 7 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 8 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 FOG_COLOR : : c[3] : 10 : 1 #var float4 oColor : $vout.COLOR : COL : 11 : 1 #const c[4] = 2 1 0 4 PARAM c[5] = { program.local[0..3], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; DP3 R1.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R1.w, R1.w; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R1.xy, R0.wzzw, c[4].x, -c[4].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[4].y; RSQ R0.x, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RCP R1.z, R0.x; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R1, R0; MUL R2.xyz, R1, R0.w; MAD R0.xyz, -R2, c[4].x, R0; MUL R3.xyz, R1.w, fragment.texcoord[3]; DP3 R0.x, -R0, R3; DP3 R0.y, R1, R3; MAX R0.z, R0.y, c[4]; MUL R0.y, R0.z, c[4].w; MIN R0.w, R0.y, c[4].y; MAX R0.x, R0, c[4].z; MAD_SAT R0.x, R0, c[0].z, c[0].w; MUL R0.x, R0, R0; MUL R0.x, R0, R0.w; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.x, R0, R0.y; MAD R0.x, R0, c[0].y, R0.z; MAX R0.y, fragment.texcoord[3].w, c[4].z; MUL R0.x, R0, R0.y; MUL R1.xyz, R0.x, c[2]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[3]; MAD result.color.xyz, fragment.color.primary.w, R0, c[3]; MOV result.color.w, R0; END # 40 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=1 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 FOG_COLOR : : c[1] : 10 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 11 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 FOG_COLOR : : c[3] : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #const c[4] = 2 1 0 PARAM c[5] = { program.local[0..3], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[4].x, -c[4].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[4].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; DP3 R1.x, R0, fragment.texcoord[3]; DP3 R1.y, R0, fragment.texcoord[4]; MAX R0.zw, R1.xyxy, c[4].z; MAX R0.x, fragment.texcoord[3].w, c[4].z; MAX R0.y, fragment.texcoord[4].w, c[4].z; MUL R0.xy, R0.zwzw, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.y, c[2]; ADD R1.xyz, fragment.color.primary, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[3]; MAD result.color.xyz, fragment.color.primary.w, R0, c[3]; MOV result.color.w, R0; END # 25 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 FOG_COLOR : : c[1] : 9 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 10 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 FOG_COLOR : : c[4] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #const c[5] = 2 1 0 4 PARAM c[6] = { program.local[0..4], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[5].x, -c[5].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.w, R0.w; ADD R0.z, -R0, c[5].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; MUL R1.xyz, R0.w, fragment.texcoord[2]; DP3 R0.w, R0, R1; MUL R2.xyz, R0, R0.w; MAD R1.xyz, -R2, c[5].x, R1; DP3 R2.x, -R1, fragment.texcoord[3]; DP3 R2.y, -R1, fragment.texcoord[4]; MAX R1.xy, R2, c[5].z; MAD_SAT R1.xy, R1, c[0].z, c[0].w; DP3 R1.z, R0, fragment.texcoord[3]; DP3 R1.w, R0, fragment.texcoord[4]; MAX R0.zw, R1, c[5].z; MUL R0.xy, R0.zwzw, c[5].w; MIN R1.zw, R0.xyxy, c[5].y; MUL R1.xy, R1, R1; MUL R1.xy, R1, R1.zwzw; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.xy, R1, R0.y; MAD R0.zw, R0.xyxy, c[0].y, R0; MAX R0.x, fragment.texcoord[3].w, c[5].z; MAX R0.y, fragment.texcoord[4].w, c[5].z; MUL R0.xy, R0.zwzw, R0; MUL R1.xyz, R0.x, c[2]; MUL R2.xyz, R0.y, c[3]; ADD R1.xyz, fragment.color.primary, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[4]; MAD result.color.xyz, fragment.color.primary.w, R0, c[4]; MOV result.color.w, R0; END # 42 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 FOG_COLOR : : c[1] : 12 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 13 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 14 : 1 #var float4 oColor : $vout.COLOR : COL : 15 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 FOG_COLOR : : c[3] : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #const c[4] = 2 1 0 PARAM c[5] = { program.local[0..3], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R1.xy, R0.wzzw, c[4].x, -c[4].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[4].y; RSQ R0.x, R0.x; RCP R1.z, R0.x; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; MUL R2.xyz, R0.y, fragment.texcoord[3]; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[4]; DP3 R2.x, R1, R2; DP3 R2.y, R1, R0; MAX R0.zw, R2.xyxy, c[4].z; MAX R0.x, fragment.texcoord[3].w, c[4].z; MAX R0.y, fragment.texcoord[4].w, c[4].z; MUL R0.xy, R0.zwzw, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.y, c[2]; ADD R1.xyz, fragment.color.primary, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[3]; MAD result.color.xyz, fragment.color.primary.w, R0, c[3]; MOV result.color.w, R0; END # 31 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 FOG_COLOR : : c[1] : 9 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 10 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 FOG_COLOR : : c[4] : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #const c[5] = 2 1 0 4 PARAM c[6] = { program.local[0..4], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; DP3 R1.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R1.w, R1.w; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[5].x, -c[5].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; DP3 R0.w, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.w, R0.w; ADD R0.z, -R0, c[5].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; MUL R1.xyz, R0.w, fragment.texcoord[2]; DP3 R0.w, R0, R1; MUL R2.xyz, R0, R0.w; DP3 R0.w, fragment.texcoord[4], fragment.texcoord[4]; MAD R1.xyz, -R2, c[5].x, R1; MUL R3.xyz, R1.w, fragment.texcoord[3]; RSQ R0.w, R0.w; DP3 R1.w, -R1, R3; MUL R2.xyz, R0.w, fragment.texcoord[4]; DP3 R1.x, -R1, R2; MAX R1.xy, R1.wxzw, c[5].z; DP3 R1.w, R0, R2; DP3 R1.z, R0, R3; MAD_SAT R0.xy, R1, c[0].z, c[0].w; MUL R1.xy, R0, R0; MAX R0.zw, R1, c[5].z; MUL R1.zw, R0, c[5].w; MIN R1.zw, R1, c[5].y; MUL R1.xy, R1, R1.zwzw; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.xy, R1, R0.y; MAD R0.zw, R0.xyxy, c[0].y, R0; MAX R0.x, fragment.texcoord[3].w, c[5].z; MAX R0.y, fragment.texcoord[4].w, c[5].z; MUL R0.xy, R0.zwzw, R0; MUL R1.xyz, R0.x, c[2]; MUL R2.xyz, R0.y, c[3]; ADD R1.xyz, fragment.color.primary, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[4]; MAD result.color.xyz, fragment.color.primary.w, R0, c[4]; MOV result.color.w, R0; END # 48 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=2 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 FOG_COLOR : : c[1] : 12 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 13 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 14 : 1 #var float4 oColor : $vout.COLOR : COL : 15 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 FOG_COLOR : : c[4] : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 #const c[5] = 2 1 0 PARAM c[6] = { program.local[0..4], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[5].x, -c[5].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[5].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; DP3 R1.z, R0, fragment.texcoord[5]; DP3 R1.x, R0, fragment.texcoord[3]; DP3 R1.y, R0, fragment.texcoord[4]; MAX R1.xyz, R1, c[5].z; MAX R0.z, fragment.texcoord[5].w, c[5]; MAX R0.x, fragment.texcoord[3].w, c[5].z; MAX R0.y, fragment.texcoord[4].w, c[5].z; MUL R0.xyz, R1, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.y, c[2]; ADD R1.xyz, fragment.color.primary, R1; ADD R1.xyz, R1, R2; MUL R2.xyz, R0.z, c[3]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[4]; MAD result.color.xyz, fragment.color.primary.w, R0, c[4]; MOV result.color.w, R0; END # 29 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 FOG_COLOR : : c[1] : 11 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 12 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 FOG_COLOR : : c[5] : 14 : 1 #var float4 oColor : $vout.COLOR : COL : 15 : 1 #const c[6] = 2 1 0 4 PARAM c[7] = { program.local[0..5], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R2.xy, R0.wzzw, c[6].x, -c[6].y; MUL R0.xy, R2, R2; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[6].y; RSQ R0.w, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; RCP R2.z, R0.w; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R2, R0; MUL R1.xyz, R2, R0.w; MAD R1.xyz, -R1, c[6].x, R0; DP3 R0.z, -R1, fragment.texcoord[5]; DP3 R0.x, -R1, fragment.texcoord[3]; DP3 R0.y, -R1, fragment.texcoord[4]; MAX R0.xyz, R0, c[6].z; MAD_SAT R0.xyz, R0, c[0].z, c[0].w; MUL R0.xzw, R0.xyyz, R0.xyyz; DP3 R1.z, R2, fragment.texcoord[5]; DP3 R1.x, R2, fragment.texcoord[3]; DP3 R1.y, R2, fragment.texcoord[4]; MAX R2.xyz, R1, c[6].z; MUL R1.xyz, R2, c[6].w; MIN R1.xyz, R1, c[6].y; MUL R1.xyz, R0.xzww, R1; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.xyz, R1, R0.y; MAD R1.xyz, R0, c[0].y, R2; MAX R0.z, fragment.texcoord[5].w, c[6]; MAX R0.x, fragment.texcoord[3].w, c[6].z; MAX R0.y, fragment.texcoord[4].w, c[6].z; MUL R0.xyz, R1, R0; MUL R1.xyz, R0.x, c[2]; MUL R2.xyz, R0.y, c[3]; ADD R1.xyz, fragment.color.primary, R1; ADD R2.xyz, R1, R2; MUL R1.xyz, R0.z, c[4]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R2, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[5]; MAD result.color.xyz, fragment.color.primary.w, R0, c[5]; MOV result.color.w, R0; END # 47 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 FOG_COLOR : : c[1] : 14 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 15 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 16 : 1 #var float4 oColor : $vout.COLOR : COL : 17 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 FOG_COLOR : : c[4] : 11 : 1 #var float4 oColor : $vout.COLOR : COL : 12 : 1 #const c[5] = 2 1 0 PARAM c[6] = { program.local[0..4], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R1.xy, R0.wzzw, c[5].x, -c[5].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[5].y; RSQ R0.w, R0.x; DP3 R0.y, fragment.texcoord[5], fragment.texcoord[5]; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[5]; RCP R1.z, R0.w; DP3 R2.w, R1, R0; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; MUL R2.xyz, R0.y, fragment.texcoord[3]; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[4]; DP3 R2.x, R1, R2; DP3 R2.y, R1, R0; MAX R1.xyz, R2.xyww, c[5].z; MAX R0.z, fragment.texcoord[5].w, c[5]; MAX R0.x, fragment.texcoord[3].w, c[5].z; MAX R0.y, fragment.texcoord[4].w, c[5].z; MUL R0.xyz, R1, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.y, c[2]; ADD R1.xyz, fragment.color.primary, R1; ADD R1.xyz, R1, R2; MUL R2.xyz, R0.z, c[3]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[4]; MAD result.color.xyz, fragment.color.primary.w, R0, c[4]; MOV result.color.w, R0; END # 38 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 FOG_COLOR : : c[1] : 11 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 12 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 FOG_COLOR : : c[5] : 14 : 1 #var float4 oColor : $vout.COLOR : COL : 15 : 1 #const c[6] = 2 1 0 4 PARAM c[7] = { program.local[0..5], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TEMP R5; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; DP3 R1.x, fragment.texcoord[5], fragment.texcoord[5]; RSQ R1.x, R1.x; MUL R1.xyz, R1.x, fragment.texcoord[5]; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R2.xy, R0.wzzw, c[6].x, -c[6].y; MUL R0.xy, R2, R2; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[6].y; RSQ R0.x, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RCP R2.z, R0.x; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R2, R0; MUL R3.xyz, R2, R0.w; MAD R5.xyz, -R3, c[6].x, R0; DP3 R0.z, -R5, R1; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; RSQ R0.x, R0.x; MUL R3.xyz, R0.x, fragment.texcoord[4]; MUL R4.xyz, R0.y, fragment.texcoord[3]; DP3 R1.z, R2, R1; DP3 R1.y, R2, R3; DP3 R0.y, -R5, R3; DP3 R1.x, R2, R4; MAX R1.xyz, R1, c[6].z; MUL R2.xyz, R1, c[6].w; DP3 R0.x, -R5, R4; MAX R0.xyz, R0, c[6].z; MAD_SAT R0.xyz, R0, c[0].z, c[0].w; MIN R2.xyz, R2, c[6].y; MUL R0.xyz, R0, R0; MUL R0.xyz, R0, R2; TEX R3.y, fragment.texcoord[0], texture[2], 2D; MUL R0.xyz, R0, R3.y; MAD R1.xyz, R0, c[0].y, R1; MAX R0.z, fragment.texcoord[5].w, c[6]; MAX R0.x, fragment.texcoord[3].w, c[6].z; MAX R0.y, fragment.texcoord[4].w, c[6].z; MUL R2.xyz, R1, R0; MUL R1.xyz, R2.x, c[2]; MUL R0.xyz, R2.y, c[3]; ADD R1.xyz, fragment.color.primary, R1; ADD R1.xyz, R1, R0; MUL R2.xyz, R2.z, c[4]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[5]; MAD result.color.xyz, fragment.color.primary.w, R0, c[5]; MOV result.color.w, R0; END # 56 instructions, 6 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=3 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 FOG_COLOR : : c[1] : 14 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 15 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 16 : 1 #var float4 oColor : $vout.COLOR : COL : 17 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 1 #var float4 LIGHT_COLOR4 : : c[4] : 12 : 1 #var float4 FOG_COLOR : : c[5] : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 #const c[6] = 2 1 0 PARAM c[7] = { program.local[0..5], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[6].x, -c[6].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[6].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; DP3 R1.w, R0, fragment.texcoord[6]; DP3 R1.z, R0, fragment.texcoord[5]; DP3 R1.x, R0, fragment.texcoord[3]; DP3 R1.y, R0, fragment.texcoord[4]; MAX R1, R1, c[6].z; MAX R0.w, fragment.texcoord[6], c[6].z; MAX R0.z, fragment.texcoord[5].w, c[6]; MAX R0.x, fragment.texcoord[3].w, c[6].z; MAX R0.y, fragment.texcoord[4].w, c[6].z; MUL R0, R1, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.z, c[3]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0.y, c[2]; ADD R0.xyz, R1, R0; ADD R1.xyz, R0, R2; MUL R2.xyz, R0.w, c[4]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[5]; MAD result.color.xyz, fragment.color.primary.w, R0, c[5]; MOV result.color.w, R0; END # 33 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : : 11 : 0 #var float4 LIGHT_COLOR4 : : : 12 : 0 #var float4 FOG_COLOR : : c[1] : 13 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 14 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 15 : 1 #var float4 oColor : $vout.COLOR : COL : 16 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 1 #var float4 LIGHT_COLOR4 : : c[5] : 15 : 1 #var float4 FOG_COLOR : : c[6] : 16 : 1 #var float4 oColor : $vout.COLOR : COL : 17 : 1 #const c[7] = 2 1 0 4 PARAM c[8] = { program.local[0..6], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R2.xy, R0.wzzw, c[7].x, -c[7].y; MUL R0.xy, R2, R2; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[7].y; RSQ R0.w, R0.x; RCP R2.z, R0.w; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R2, R0; MUL R1.xyz, R2, R0.w; MAD R1.xyz, -R1, c[7].x, R0; DP3 R0.w, -R1, fragment.texcoord[6]; DP3 R0.z, -R1, fragment.texcoord[5]; DP3 R0.x, -R1, fragment.texcoord[3]; DP3 R0.y, -R1, fragment.texcoord[4]; MAX R0, R0, c[7].z; MAD_SAT R0, R0, c[0].z, c[0].w; DP3 R1.w, R2, fragment.texcoord[6]; DP3 R1.z, R2, fragment.texcoord[5]; DP3 R1.x, R2, fragment.texcoord[3]; DP3 R1.y, R2, fragment.texcoord[4]; MAX R1, R1, c[7].z; MUL R2, R1, c[7].w; MIN R2, R2, c[7].y; MUL R0, R0, R0; MUL R0, R0, R2; TEX R3.y, fragment.texcoord[0], texture[2], 2D; MUL R0, R0, R3.y; MAD R1, R0, c[0].y, R1; MAX R0.w, fragment.texcoord[6], c[7].z; MAX R0.z, fragment.texcoord[5].w, c[7]; MAX R0.x, fragment.texcoord[3].w, c[7].z; MAX R0.y, fragment.texcoord[4].w, c[7].z; MUL R0, R1, R0; MUL R1.xyz, R0.x, c[2]; MUL R2.xyz, R0.z, c[4]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0.y, c[3]; ADD R0.xyz, R1, R0; ADD R1.xyz, R0, R2; MUL R2.xyz, R0.w, c[5]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[6]; MAD result.color.xyz, fragment.color.primary.w, R0, c[6]; MOV result.color.w, R0; END # 52 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : : 14 : 0 #var float4 LIGHT_COLOR4 : : : 15 : 0 #var float4 FOG_COLOR : : c[1] : 16 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 17 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 18 : 1 #var float4 oColor : $vout.COLOR : COL : 19 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 1 #var float4 LIGHT_COLOR4 : : c[4] : 12 : 1 #var float4 FOG_COLOR : : c[5] : 13 : 1 #var float4 oColor : $vout.COLOR : COL : 14 : 1 #const c[6] = 2 1 0 PARAM c[7] = { program.local[0..5], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R1.xy, R0.wzzw, c[6].x, -c[6].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[6].y; RSQ R0.x, R0.x; RCP R1.z, R0.x; DP3 R0.x, fragment.texcoord[6], fragment.texcoord[6]; RSQ R0.x, R0.x; MUL R2.xyz, R0.x, fragment.texcoord[6]; DP3 R0.y, fragment.texcoord[5], fragment.texcoord[5]; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[5]; DP3 R0.z, R1, R0; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; DP3 R0.w, R1, R2; RSQ R0.x, R0.x; MUL R2.xyz, R0.x, fragment.texcoord[4]; MUL R3.xyz, R0.y, fragment.texcoord[3]; DP3 R0.y, R1, R2; DP3 R0.x, R1, R3; MAX R1, R0, c[6].z; MAX R0.w, fragment.texcoord[6], c[6].z; MAX R0.z, fragment.texcoord[5].w, c[6]; MAX R0.x, fragment.texcoord[3].w, c[6].z; MAX R0.y, fragment.texcoord[4].w, c[6].z; MUL R0, R1, R0; MUL R1.xyz, R0.x, c[1]; MUL R2.xyz, R0.z, c[3]; ADD R1.xyz, fragment.color.primary, R1; MUL R0.xyz, R0.y, c[2]; ADD R0.xyz, R1, R0; ADD R1.xyz, R0, R2; MUL R2.xyz, R0.w, c[4]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[5]; MAD result.color.xyz, fragment.color.primary.w, R0, c[5]; MOV result.color.w, R0; END # 45 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 0 #var float4 LIGHT_COLOR4 : : : 12 : 0 #var float4 FOG_COLOR : : c[1] : 13 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 14 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 15 : 1 #var float4 oColor : $vout.COLOR : COL : 16 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 1 #var float4 LIGHT_COLOR4 : : c[5] : 15 : 1 #var float4 FOG_COLOR : : c[6] : 16 : 1 #var float4 oColor : $vout.COLOR : COL : 17 : 1 #const c[7] = 2 1 0 4 PARAM c[8] = { program.local[0..6], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TEMP R5; TEMP R6; TEX R1.xyw, fragment.texcoord[0], texture[1], 2D; MUL R0.y, R1.x, R1.w; MOV R0.x, R1.y; MAD R2.xy, R0.yxzw, c[7].x, -c[7].y; MUL R0.xy, R2, R2; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[7].y; RSQ R0.w, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; RCP R2.z, R0.w; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R2, R0; MUL R1.xyz, R2, R0.w; MAD R6.xyz, -R1, c[7].x, R0; DP3 R0.x, fragment.texcoord[6], fragment.texcoord[6]; RSQ R0.x, R0.x; MUL R1.xyz, R0.x, fragment.texcoord[6]; DP3 R0.y, fragment.texcoord[5], fragment.texcoord[5]; RSQ R0.y, R0.y; MUL R3.xyz, R0.y, fragment.texcoord[5]; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; RSQ R0.x, R0.x; DP3 R1.w, R2, R1; DP3 R0.w, -R6, R1; MUL R5.xyz, R0.y, fragment.texcoord[3]; MUL R4.xyz, R0.x, fragment.texcoord[4]; DP3 R1.z, R2, R3; DP3 R0.z, -R6, R3; DP3 R1.x, R2, R5; DP3 R1.y, R2, R4; MAX R1, R1, c[7].z; MUL R2, R1, c[7].w; MIN R2, R2, c[7].y; DP3 R0.x, -R6, R5; DP3 R0.y, -R6, R4; MAX R0, R0, c[7].z; MAD_SAT R0, R0, c[0].z, c[0].w; MUL R0, R0, R0; MUL R0, R0, R2; TEX R3.y, fragment.texcoord[0], texture[2], 2D; MUL R0, R0, R3.y; MAD R1, R0, c[0].y, R1; MAX R0.w, fragment.texcoord[6], c[7].z; MAX R0.z, fragment.texcoord[5].w, c[7]; MAX R0.x, fragment.texcoord[3].w, c[7].z; MAX R0.y, fragment.texcoord[4].w, c[7].z; MUL R2, R1, R0; MUL R0.xyz, R2.x, c[2]; MUL R1.xyz, R2.z, c[4]; MUL R2.xyz, R2.y, c[3]; ADD R0.xyz, fragment.color.primary, R0; ADD R0.xyz, R0, R2; ADD R1.xyz, R0, R1; MUL R2.xyz, R2.w, c[5]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[6]; MAD result.color.xyz, fragment.color.primary.w, R0, c[6]; MOV result.color.w, R0; END # 64 instructions, 7 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=4 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 0 #var float4 LIGHT_COLOR4 : : : 15 : 0 #var float4 FOG_COLOR : : c[1] : 16 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 17 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 18 : 1 #var float4 oColor : $vout.COLOR : COL : 19 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 1 #var float4 LIGHT_COLOR4 : : c[4] : 12 : 1 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 13 : 1 #var float4 LIGHT_COLOR5 : : c[5] : 14 : 1 #var float4 FOG_COLOR : : c[6] : 15 : 1 #var float4 oColor : $vout.COLOR : COL : 16 : 1 #const c[7] = 2 1 0 PARAM c[8] = { program.local[0..6], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[7].x, -c[7].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[7].y; RSQ R0.z, R0.z; RCP R0.z, R0.z; DP3 R1.w, R0, fragment.texcoord[6]; DP3 R1.z, R0, fragment.texcoord[5]; DP3 R1.x, R0, fragment.texcoord[3]; DP3 R1.y, R0, fragment.texcoord[4]; MAX R2, R1, c[7].z; DP3 R0.x, R0, fragment.texcoord[7]; MAX R0.y, fragment.texcoord[7].w, c[7].z; MAX R0.x, R0, c[7].z; MUL R0.x, R0, R0.y; MAX R1.w, fragment.texcoord[6], c[7].z; MAX R1.z, fragment.texcoord[5].w, c[7]; MAX R1.x, fragment.texcoord[3].w, c[7].z; MAX R1.y, fragment.texcoord[4].w, c[7].z; MUL R1, R2, R1; MUL R3.xyz, R1.x, c[1]; MUL R2.xyz, R1.z, c[3]; MUL R1.xyz, R1.y, c[2]; ADD R3.xyz, fragment.color.primary, R3; ADD R1.xyz, R3, R1; ADD R1.xyz, R1, R2; MUL R2.xyz, R1.w, c[4]; ADD R1.xyz, R1, R2; MUL R2.xyz, R0.x, c[5]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[6]; MAD result.color.xyz, fragment.color.primary.w, R0, c[6]; MOV result.color.w, R0; END # 39 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : : 11 : 0 #var float4 LIGHT_COLOR4 : : : 12 : 0 #var float4 lightValues5 : $vin.TEXCOORD7 : : 13 : 0 #var float4 LIGHT_COLOR5 : : : 14 : 0 #var float4 FOG_COLOR : : c[1] : 15 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 16 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 17 : 1 #var float4 oColor : $vout.COLOR : COL : 18 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 1 #var float4 LIGHT_COLOR4 : : c[5] : 15 : 1 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 16 : 1 #var float4 LIGHT_COLOR5 : : c[6] : 17 : 1 #var float4 FOG_COLOR : : c[7] : 18 : 1 #var float4 oColor : $vout.COLOR : COL : 19 : 1 #const c[8] = 2 1 0 4 PARAM c[9] = { program.local[0..7], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xz, R0.wyzw, c[8].x, -c[8].y; MUL R0.xy, R3.xzzw, R3.xzzw; ADD R0.x, R0, R0.y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; ADD R0.x, -R0, c[8].y; RSQ R0.x, R0.x; RCP R3.w, R0.x; MUL R1.xyz, R0.y, fragment.texcoord[2]; DP3 R0.x, R3.xzww, R1; MUL R0.xyz, R3.xzww, R0.x; MAD R1.xyz, -R0, c[8].x, R1; DP3 R0.w, -R1, fragment.texcoord[6]; DP3 R0.z, -R1, fragment.texcoord[5]; DP3 R0.x, -R1, fragment.texcoord[3]; DP3 R0.y, -R1, fragment.texcoord[4]; MAX R0, R0, c[8].z; MAD_SAT R0, R0, c[0].z, c[0].w; DP3 R1.w, R3.xzww, fragment.texcoord[6]; DP3 R1.z, R3.xzww, fragment.texcoord[5]; DP3 R1.x, R3.xzww, fragment.texcoord[3]; DP3 R1.y, R3.xzww, fragment.texcoord[4]; MAX R2, R1, c[8].z; MUL R1, R2, c[8].w; MIN R1, R1, c[8].y; MUL R0, R0, R0; MUL R0, R0, R1; TEX R3.y, fragment.texcoord[0], texture[2], 2D; MUL R0, R0, R3.y; MAD R1, R0, c[0].y, R2; MAX R0.w, fragment.texcoord[6], c[8].z; MAX R0.z, fragment.texcoord[5].w, c[8]; MAX R0.x, fragment.texcoord[3].w, c[8].z; MAX R0.y, fragment.texcoord[4].w, c[8].z; MUL R0, R1, R0; MUL R2.xyz, R0.x, c[2]; MUL R1.xyz, R0.z, c[4]; ADD R2.xyz, fragment.color.primary, R2; MUL R0.xyz, R0.y, c[3]; ADD R0.xyz, R2, R0; ADD R0.xyz, R0, R1; MUL R1.xyz, R0.w, c[5]; DP3 R0.w, R3.xzww, fragment.texcoord[7]; ADD R2.xyz, R0, R1; MAX R1.w, fragment.texcoord[7], c[8].z; MAX R0.w, R0, c[8].z; MUL R0.w, R0, R1; MUL R1.xyz, R0.w, c[6]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R2, R1; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[7]; MAD result.color.xyz, fragment.color.primary.w, R0, c[7]; MOV result.color.w, R0; END # 58 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : : 14 : 0 #var float4 LIGHT_COLOR4 : : : 15 : 0 #var float4 lightValues5 : $vin.TEXCOORD7 : : 16 : 0 #var float4 LIGHT_COLOR5 : : : 17 : 0 #var float4 FOG_COLOR : : c[1] : 18 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 19 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 20 : 1 #var float4 oColor : $vout.COLOR : COL : 21 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 1 #var float4 LIGHT_COLOR1 : : c[1] : 6 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 1 #var float4 LIGHT_COLOR2 : : c[2] : 8 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 1 #var float4 LIGHT_COLOR3 : : c[3] : 10 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 1 #var float4 LIGHT_COLOR4 : : c[4] : 12 : 1 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 13 : 1 #var float4 LIGHT_COLOR5 : : c[5] : 14 : 1 #var float4 FOG_COLOR : : c[6] : 15 : 1 #var float4 oColor : $vout.COLOR : COL : 16 : 1 #const c[7] = 2 1 0 PARAM c[8] = { program.local[0..6], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R2.xy, R0.wzzw, c[7].x, -c[7].y; MUL R0.xy, R2, R2; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[7].y; RSQ R0.x, R0.x; RCP R2.z, R0.x; DP3 R0.x, fragment.texcoord[6], fragment.texcoord[6]; RSQ R0.x, R0.x; MUL R1.xyz, R0.x, fragment.texcoord[6]; DP3 R0.y, fragment.texcoord[5], fragment.texcoord[5]; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[5]; DP3 R0.z, R2, R0; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; DP3 R0.w, R2, R1; RSQ R0.x, R0.x; MUL R3.xyz, R0.y, fragment.texcoord[3]; MUL R1.xyz, R0.x, fragment.texcoord[4]; DP3 R0.x, R2, R3; DP3 R0.y, R2, R1; MAX R1, R0, c[7].z; MAX R0.w, fragment.texcoord[6], c[7].z; MAX R0.z, fragment.texcoord[5].w, c[7]; MAX R0.x, fragment.texcoord[3].w, c[7].z; MAX R0.y, fragment.texcoord[4].w, c[7].z; MUL R0, R1, R0; MUL R1.xyz, R0.x, c[1]; MUL R3.xyz, R0.y, c[2]; ADD R1.xyz, fragment.color.primary, R1; DP3 R1.w, fragment.texcoord[7], fragment.texcoord[7]; ADD R1.xyz, R1, R3; RSQ R1.w, R1.w; MUL R3.xyz, R1.w, fragment.texcoord[7]; MUL R0.xyz, R0.z, c[3]; ADD R0.xyz, R1, R0; MUL R1.xyz, R0.w, c[4]; DP3 R0.w, R2, R3; ADD R1.xyz, R0, R1; MAX R1.w, fragment.texcoord[7], c[7].z; MAX R0.w, R0, c[7].z; MUL R0.w, R0, R1; MUL R2.xyz, R0.w, c[5]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[6]; MAD result.color.xyz, fragment.color.primary.w, R0, c[6]; MOV result.color.w, R0; END # 54 instructions, 4 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DNORMALIZE_VECTORS=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 5 : 0 #var float4 LIGHT_COLOR1 : : : 6 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 7 : 0 #var float4 LIGHT_COLOR2 : : : 8 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 9 : 0 #var float4 LIGHT_COLOR3 : : : 10 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 11 : 0 #var float4 LIGHT_COLOR4 : : : 12 : 0 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 13 : 0 #var float4 LIGHT_COLOR5 : : : 14 : 0 #var float4 FOG_COLOR : : c[1] : 15 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 16 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 17 : 1 #var float4 oColor : $vout.COLOR : COL : 18 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 4 : 1 #var float4 SPECULAR_VALUES : : c[0] : 5 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 1 #var float4 DIFFUSE_COLOR : : c[1] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 1 #var float4 LIGHT_COLOR1 : : c[2] : 9 : 1 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 1 #var float4 LIGHT_COLOR2 : : c[3] : 11 : 1 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 1 #var float4 LIGHT_COLOR3 : : c[4] : 13 : 1 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 1 #var float4 LIGHT_COLOR4 : : c[5] : 15 : 1 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 16 : 1 #var float4 LIGHT_COLOR5 : : c[6] : 17 : 1 #var float4 FOG_COLOR : : c[7] : 18 : 1 #var float4 oColor : $vout.COLOR : COL : 19 : 1 #const c[8] = 2 1 0 4 PARAM c[9] = { program.local[0..7], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP R4; TEMP R5; TEMP R6; TEX R1.xyw, fragment.texcoord[0], texture[1], 2D; MUL R0.y, R1.x, R1.w; MOV R0.x, R1.y; MAD R1.xy, R0.yxzw, c[8].x, -c[8].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[8].y; RSQ R0.w, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R1.w, fragment.texcoord[7], fragment.texcoord[7]; RCP R1.z, R0.w; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R1, R0; MUL R2.xyz, R1, R0.w; MAD R6.xyz, -R2, c[8].x, R0; DP3 R0.x, fragment.texcoord[6], fragment.texcoord[6]; RSQ R0.x, R0.x; MUL R2.xyz, R0.x, fragment.texcoord[6]; DP3 R0.y, fragment.texcoord[5], fragment.texcoord[5]; RSQ R0.y, R0.y; MUL R3.xyz, R0.y, fragment.texcoord[5]; DP3 R0.y, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[4], fragment.texcoord[4]; RSQ R0.x, R0.x; DP3 R2.w, R1, R2; DP3 R0.w, -R6, R2; MUL R4.xyz, R0.x, fragment.texcoord[4]; MUL R5.xyz, R0.y, fragment.texcoord[3]; DP3 R2.z, R1, R3; DP3 R2.y, R1, R4; DP3 R2.x, R1, R5; DP3 R0.y, -R6, R4; DP3 R0.z, -R6, R3; MAX R2, R2, c[8].z; MUL R3, R2, c[8].w; DP3 R0.x, -R6, R5; MAX R0, R0, c[8].z; MAD_SAT R0, R0, c[0].z, c[0].w; MIN R3, R3, c[8].y; MUL R0, R0, R0; MUL R0, R0, R3; TEX R4.y, fragment.texcoord[0], texture[2], 2D; MUL R0, R0, R4.y; MAD R2, R0, c[0].y, R2; MAX R0.w, fragment.texcoord[6], c[8].z; MAX R0.z, fragment.texcoord[5].w, c[8]; MAX R0.x, fragment.texcoord[3].w, c[8].z; MAX R0.y, fragment.texcoord[4].w, c[8].z; MUL R0, R2, R0; MUL R2.xyz, R0.x, c[2]; MUL R3.xyz, R0.y, c[3]; ADD R2.xyz, fragment.color.primary, R2; ADD R2.xyz, R2, R3; MUL R0.xyz, R0.z, c[4]; ADD R2.xyz, R2, R0; RSQ R1.w, R1.w; MUL R0.xyz, R0.w, c[5]; MUL R3.xyz, R1.w, fragment.texcoord[7]; DP3 R0.w, R1, R3; MAX R1.x, fragment.texcoord[7].w, c[8].z; MAX R0.w, R0, c[8].z; MUL R0.w, R0, R1.x; ADD R1.xyz, R2, R0; MUL R2.xyz, R0.w, c[6]; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[1]; ADD R1.xyz, R1, R2; MUL R0.xyz, R0, R1; ADD R0.xyz, R0, -c[7]; MAD result.color.xyz, fragment.color.primary.w, R0, c[7]; MOV result.color.w, R0; END # 73 instructions, 7 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DLIGHT_AMOUNT=5 -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR=1 -DUSE_LOCAL_REFLECTION=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/lighting_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #semantic mesh.DIFFUSE_COLOR #semantic mesh.LIGHT_COLOR1 #semantic mesh.LIGHT_COLOR2 #semantic mesh.LIGHT_COLOR3 #semantic mesh.LIGHT_COLOR4 #semantic mesh.LIGHT_COLOR5 #semantic mesh.FOG_COLOR #semantic mesh.LOCAL_REFLECTION_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 3 : 0 #var sampler2D GLOSSMAP_TEXTURE : : : 4 : 0 #var float4 SPECULAR_VALUES : : : 5 : 0 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 6 : 0 #var float4 DIFFUSE_COLOR : : c[0] : 7 : 1 #var float4 lightValues1 : $vin.TEXCOORD3 : TEX3 : 8 : 0 #var float4 LIGHT_COLOR1 : : : 9 : 0 #var float4 lightValues2 : $vin.TEXCOORD4 : TEX4 : 10 : 0 #var float4 LIGHT_COLOR2 : : : 11 : 0 #var float4 lightValues3 : $vin.TEXCOORD5 : TEX5 : 12 : 0 #var float4 LIGHT_COLOR3 : : : 13 : 0 #var float4 lightValues4 : $vin.TEXCOORD6 : TEX6 : 14 : 0 #var float4 LIGHT_COLOR4 : : : 15 : 0 #var float4 lightValues5 : $vin.TEXCOORD7 : TEX7 : 16 : 0 #var float4 LIGHT_COLOR5 : : : 17 : 0 #var float4 FOG_COLOR : : c[1] : 18 : 1 #var sampler2D LOCAL_REFLECTION_TEXTURE : : texunit 2 : 19 : 1 #var float4 reflectionCoordinate : $vin.TEXCOORD1 : TEX1 : 20 : 1 #var float4 oColor : $vout.COLOR : COL : 21 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TXP R0.xyz, fragment.texcoord[1], texture[2], SHADOW2D; ADD R0.xyz, R0, -c[1]; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MAD result.color.xyz, fragment.color.primary.w, R0, c[1]; MUL result.color.w, R0, c[0]; END # 5 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DNORMALIZE_VECTORS=1 -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/spot_projection_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.SPOT_PROJECTION_TEXTURE #semantic mesh.SPOT_FADE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.SPOT_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 spotProjectionCoordinate : $vin.TEXCOORD4 : TEX4 : 1 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 2 : 1 #var float4 lightValues : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 2 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 0 : 5 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 3 : 6 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 1 : 7 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 8 : 1 #var float4 SPOT_COLOR : : c[1] : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #const c[2] = 2 1 0 PARAM c[3] = { program.local[0..1], { 2, 1, 0 } }; TEMP R0; TEMP R1; TEMP R2; TEX R0.xyw, fragment.texcoord[0], texture[0], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[2].x, -c[2].y; MUL R0.zw, R0.xyxy, R0.xyxy; ADD R0.z, R0, R0.w; DP3 R0.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.w, R0.w; ADD R0.z, -R0, c[2].y; RSQ R0.z, R0.z; MUL R1.xyz, R0.w, fragment.texcoord[3]; RCP R0.z, R0.z; DP3 R0.z, R0, R1; MOV R0.y, c[2].z; MOV R0.x, fragment.texcoord[3].w; TEX R0.x, R0, texture[1], 2D; MAX R0.y, R0.z, c[2].z; MUL R0.x, R0.y, R0; MUL R2.xyz, R0.x, c[1]; TEX R0, fragment.texcoord[0], texture[2], 2D; MUL R0, R0, c[0]; TXP R1.xyz, fragment.texcoord[4], texture[3], SHADOW2D; MUL R0.xyz, R0, R1; MUL R0.xyz, R0, R2; MUL result.color.xyz, fragment.color.primary.w, R0; MOV result.color.w, R0; END # 26 instructions, 3 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -DNORMALIZE_VECTORS=1 -DUSE_SPECULAR -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/spot_projection_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.NORMALMAP_TEXTURE #semantic mesh.SPOT_PROJECTION_TEXTURE #semantic mesh.SPOT_FADE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.SPOT_COLOR #semantic mesh.GLOSSMAP_TEXTURE #semantic mesh.SPECULAR_VALUES #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 spotProjectionCoordinate : $vin.TEXCOORD4 : TEX4 : 1 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 2 : 1 #var float4 lightValues : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 3 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 0 : 5 : 1 #var sampler2D SPOT_PROJECTION_TEXTURE : : texunit 4 : 6 : 1 #var sampler2D SPOT_FADE_TEXTURE : : texunit 1 : 7 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 8 : 1 #var float4 SPOT_COLOR : : c[1] : 9 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 10 : 1 #var float4 SPECULAR_VALUES : : c[2] : 11 : 1 #var float3 viewVector : $vin.TEXCOORD2 : TEX2 : 12 : 1 #var float4 oColor : $vout.COLOR : COL : 13 : 1 #const c[3] = 2 1 0 4 PARAM c[4] = { program.local[0..2], { 2, 1, 0, 4 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[0], 2D; DP3 R1.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R1.w, R1.w; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R1.xy, R0.wzzw, c[3].x, -c[3].y; MUL R0.xy, R1, R1; ADD R0.x, R0, R0.y; ADD R0.x, -R0, c[3].y; RSQ R0.x, R0.x; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RCP R1.z, R0.x; RSQ R0.y, R0.y; MUL R0.xyz, R0.y, fragment.texcoord[2]; DP3 R0.w, R1, R0; MUL R2.xyz, R1, R0.w; MAD R0.xyz, -R2, c[3].x, R0; MUL R3.xyz, R1.w, fragment.texcoord[3]; DP3 R0.x, -R0, R3; DP3 R0.y, R1, R3; MAX R0.z, R0.y, c[3]; MUL R0.y, R0.z, c[3].w; MIN R0.w, R0.y, c[3].y; MAX R0.x, R0, c[3].z; MAD_SAT R0.x, R0, c[2].z, c[2].w; MUL R0.x, R0, R0; MUL R0.x, R0, R0.w; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MUL R0.w, R0.x, R0.y; MOV R0.y, c[3].z; MOV R0.x, fragment.texcoord[3].w; TEX R0.x, R0, texture[1], 2D; MAD R0.y, R0.w, c[2], R0.z; MUL R0.x, R0.y, R0; MUL R2.xyz, R0.x, c[1]; TEX R0, fragment.texcoord[0], texture[3], 2D; MUL R0, R0, c[0]; TXP R1.xyz, fragment.texcoord[4], texture[4], SHADOW2D; MUL R0.xyz, R0, R1; MUL R0.xyz, R0, R2; MUL result.color.xyz, fragment.color.primary.w, R0; MOV result.color.w, R0; END # 42 instructions, 4 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/glow_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.GLOW_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 GLOW_COLOR : : c[1] : 4 : 1 #var float4 oColor : $vout.COLOR : COL : 5 : 1 PARAM c[2] = { program.local[0..1] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R0, R0, c[0]; MUL R0.xyz, R0, c[1]; MOV result.color.w, R0; MUL result.color.xyz, fragment.color.primary.w, R0; END # 5 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_depthnormal -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_depthnormal #semantic mesh_depthnormal.NORMALMAP_TEXTURE #semantic mesh_depthnormal.CAMERA_CLIP_PLANES #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float3 tangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float3 bitangent : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var float3 normal : $vin.TEXCOORD4 : TEX4 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 0 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : : 6 : 0 #var float4 oColor : $vout.COLOR : COL : 7 : 1 #const c[0] = 2 1 0.1 PARAM c[1] = { { 2, 1, 0.1 } }; TEMP R0; TEMP R1; TEX R0.xyw, fragment.texcoord[0], texture[0], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R0.xy, R0.wzzw, c[0].x, -c[0].y; MUL R0.zw, R0.xyxy, R0.xyxy; MUL R1.xyz, R0.y, fragment.texcoord[3]; ADD R0.z, R0, R0.w; ADD R0.z, -R0, c[0].y; RSQ R0.y, R0.z; MAD R1.xyz, R0.x, fragment.texcoord[2], R1; RCP R0.x, R0.y; MAD R0.xyz, R0.x, fragment.texcoord[4], R1; ADD R0.xyz, R0, -fragment.texcoord[4]; MAD result.color.yzw, R0.xxyz, c[0].z, fragment.texcoord[4].xxyz; MOV result.color.x, fragment.texcoord[1].z; END # 15 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/fastz_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 1 : 1 #var float4 oColor : $vout.COLOR : COL : 2 : 1 #const c[0] = 1 PARAM c[1] = { { 1 } }; MOV result.color.xyz, c[0].x; TEX result.color.w, fragment.texcoord[0], texture[0], 2D; END # 2 instructions, 0 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 9 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 10 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 11 : 1 #const c[2] = 2 1 -1 0.5 #const c[3] = 1 255 0 0.010414124 #const c[4] = 0.0039215689 PARAM c[5] = { program.local[0..1], { 2, 1, -1, 0.5 }, { 1, 255, 0, 0.010414124 }, { 0.0039215689 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[2].x, -c[2].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[2].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[2].y; MAX R0.xyz, R0, c[2].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MUL R0.w, fragment.texcoord[1], c[0].z; MAD result.color[1].xyz, R0, c[2].w, c[2].w; MUL R1.xy, R0.w, c[3]; FRC R1.xy, R1; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MUL result.color.xyz, R0, c[1]; MOV result.color[1].w, R1.y; MOV result.color[2].xy, c[3].zwzw; MAD result.color.w, -R1.y, c[4].x, R1.x; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; END # 37 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 9 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 10 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 11 : 1 #var float4 oColor3 : $vout.COLOR3 : COL3 : 12 : 1 #const c[2] = 2 1 -1 0.5 #const c[3] = 1 255 0.0039215689 0 #const c[4] = 1 255 65025 #const c[5] = 0 0.010414124 PARAM c[6] = { program.local[0..1], { 2, 1, -1, 0.5 }, { 1, 255, 0.0039215689, 0 }, { 1, 255, 65025 }, { 0, 0.010414124 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[2].x, -c[2].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[2].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[2].y; MAX R0.xyz, R0, c[2].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD R0.w, R0.x, c[2], c[2]; MAD R0.y, R0, c[2].w, c[2].w; MUL R0.xy, R0.y, c[3]; FRC R1.xy, R0; MUL R1.zw, R0.w, c[3].xyxy; FRC R1.zw, R1; MOV R0.y, R1; MAD R0.x, -R1.y, c[3].z, R1; MOV result.color[1].zw, R0.xyxy; SLT R0.x, c[3].w, R0.z; ABS R0.z, R0.x; MOV R0.x, c[2].y; MUL R0.y, fragment.texcoord[1].w, c[0].z; MAD result.color[1].x, -R1.w, c[3].z, R1.z; MUL R1.xyz, R0.y, c[4]; FRC R1.xyz, R1; CMP R0.y, -R0.z, c[3].w, R0.x; CMP result.color.w, -R0.y, c[3], R0.x; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MOV result.color[1].y, R1.w; MAD result.color[3].xy, -R1.yzzw, c[3].z, R1; MOV result.color[3].z, R1; MUL result.color.xyz, R0, c[1]; MOV result.color[2].xy, c[5]; MOV result.color[3].w, c[3]; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; END # 53 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_ALPHATEST -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 9 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 10 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 11 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 2 1 -1 0.5 #const c[3] = 1 255 0 0.010414124 #const c[4] = 0.31005859 0.0039215689 PARAM c[5] = { program.local[0..1], { 2, 1, -1, 0.5 }, { 1, 255, 0, 0.010414124 }, { 0.31005859, 0.0039215689 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[2].x, -c[2].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[2].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[2].y; MAX R0.xyz, R0, c[2].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD result.color[1].xyz, R0, c[2].w, c[2].w; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL R1.x, fragment.texcoord[1].w, c[0].z; SLT R0.w, R0, c[4].x; MUL R1.xy, R1.x, c[3]; FRC R1.xy, R1; KIL -R0.w; MUL result.color.xyz, R0, c[1]; MOV result.color[1].w, R1.y; MOV result.color[2].xy, c[3].zwzw; MAD result.color.w, -R1.y, c[4].y, R1.x; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; END # 39 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_ALPHATEST -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 9 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 10 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 11 : 1 #var float4 oColor3 : $vout.COLOR3 : COL3 : 12 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[2] = 2 1 -1 0.5 #const c[3] = 1 255 0.0039215689 0 #const c[4] = 1 255 65025 0.31005859 #const c[5] = 0 0.010414124 PARAM c[6] = { program.local[0..1], { 2, 1, -1, 0.5 }, { 1, 255, 0.0039215689, 0 }, { 1, 255, 65025, 0.31005859 }, { 0, 0.010414124 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[2].x, -c[2].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[2].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[2].y; MAX R0.xyz, R0, c[2].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD R0.w, R0.x, c[2], c[2]; MUL R1.zw, R0.w, c[3].xyxy; FRC R1.zw, R1; MAD R0.y, R0, c[2].w, c[2].w; MUL R0.xy, R0.y, c[3]; FRC R1.xy, R0; MAD R0.x, -R1.y, c[3].z, R1; MOV R0.y, R1; MOV result.color[1].zw, R0.xyxy; SLT R0.y, c[3].w, R0.z; MOV R0.x, c[2].y; ABS R0.y, R0; CMP R0.y, -R0, c[3].w, R0.x; CMP result.color.w, -R0.y, c[3], R0.x; TEX R0, fragment.texcoord[0], texture[0], 2D; SLT R0.w, R0, c[4]; MAD result.color[1].x, -R1.w, c[3].z, R1.z; MUL R1.x, fragment.texcoord[1].w, c[0].z; MUL R1.xyz, R1.x, c[4]; FRC R1.xyz, R1; MOV result.color[1].y, R1.w; KIL -R0.w; MUL result.color.xyz, R0, c[1]; MAD result.color[3].xy, -R1.yzzw, c[3].z, R1; MOV result.color[3].z, R1; MOV result.color[2].xy, c[5]; MOV result.color[3].w, c[3]; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; END # 55 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_SPECULAR -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #semantic mesh_deferred_all.GLOSSMAP_TEXTURE #semantic mesh_deferred_all.SPECULAR_VALUES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 9 : 1 #var float4 SPECULAR_VALUES : : c[2] : 10 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 11 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 12 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 13 : 1 #const c[3] = 2 1 -1 0.5 #const c[4] = 1 255 0.010414124 0.015625 #const c[5] = 0.0039215689 PARAM c[6] = { program.local[0..2], { 2, 1, -1, 0.5 }, { 1, 255, 0.010414124, 0.015625 }, { 0.0039215689 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[3].x, -c[3].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[3].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[3].y; MAX R0.xyz, R0, c[3].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MUL R0.w, fragment.texcoord[1], c[0].z; MAD result.color[1].xyz, R0, c[3].w, c[3].w; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MUL result.color.xyz, R0, c[1]; MUL R1.xy, R0.w, c[4]; FRC R1.xy, R1; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MOV R0.x, c[4].z; MUL R0.y, R0, c[2]; MOV result.color[1].w, R1.y; MAD result.color.w, -R1.y, c[5].x, R1.x; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; MUL result.color[2].y, R0.x, c[2].x; MUL result.color[2].x, R0.y, c[4].w; END # 41 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_SPECULAR -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #semantic mesh_deferred_all.GLOSSMAP_TEXTURE #semantic mesh_deferred_all.SPECULAR_VALUES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 9 : 1 #var float4 SPECULAR_VALUES : : c[2] : 10 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 11 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 12 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 13 : 1 #var float4 oColor3 : $vout.COLOR3 : COL3 : 14 : 1 #const c[3] = 2 1 -1 0.5 #const c[4] = 1 255 0.0039215689 0 #const c[5] = 1 255 65025 0.010414124 #const c[6] = 0.015625 PARAM c[7] = { program.local[0..2], { 2, 1, -1, 0.5 }, { 1, 255, 0.0039215689, 0 }, { 1, 255, 65025, 0.010414124 }, { 0.015625 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[3].x, -c[3].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[3].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[3].y; MAX R0.xyz, R0, c[3].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD R0.w, R0.x, c[3], c[3]; MAD R0.y, R0, c[3].w, c[3].w; MUL R0.xy, R0.y, c[4]; FRC R1.xy, R0; MUL R1.zw, R0.w, c[4].xyxy; FRC R1.zw, R1; MOV R0.y, R1; MAD R0.x, -R1.y, c[4].z, R1; MOV result.color[1].zw, R0.xyxy; SLT R0.x, c[4].w, R0.z; ABS R0.z, R0.x; MOV R0.x, c[3].y; MUL R0.y, fragment.texcoord[1].w, c[0].z; MAD result.color[1].x, -R1.w, c[4].z, R1.z; MUL R1.xyz, R0.y, c[5]; FRC R1.xyz, R1; CMP R0.y, -R0.z, c[4].w, R0.x; CMP result.color.w, -R0.y, c[4], R0.x; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; MUL result.color.xyz, R0, c[1]; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MOV R0.x, c[5].w; MUL R0.y, R0, c[2]; MOV result.color[1].y, R1.w; MAD result.color[3].xy, -R1.yzzw, c[4].z, R1; MOV result.color[3].z, R1; MOV result.color[3].w, c[4]; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; MUL result.color[2].y, R0.x, c[2].x; MUL result.color[2].x, R0.y, c[6]; END # 57 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_SPECULAR -DUSE_ALPHATEST -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #semantic mesh_deferred_all.GLOSSMAP_TEXTURE #semantic mesh_deferred_all.SPECULAR_VALUES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 9 : 1 #var float4 SPECULAR_VALUES : : c[2] : 10 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 11 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 12 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 13 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[3] = 2 1 -1 0.5 #const c[4] = 1 255 0.010414124 0.015625 #const c[5] = 0.31005859 0.0039215689 PARAM c[6] = { program.local[0..2], { 2, 1, -1, 0.5 }, { 1, 255, 0.010414124, 0.015625 }, { 0.31005859, 0.0039215689 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[3].x, -c[3].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[3].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[3].y; MAX R0.xyz, R0, c[3].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD result.color[1].xyz, R0, c[3].w, c[3].w; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL result.color.xyz, R0, c[1]; MUL R1.x, fragment.texcoord[1].w, c[0].z; SLT R0.w, R0, c[5].x; MUL R1.xy, R1.x, c[4]; FRC R1.xy, R1; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MOV R0.x, c[4].z; MUL R0.y, R0, c[2]; KIL -R0.w; MOV result.color[1].w, R1.y; MAD result.color.w, -R1.y, c[5].y, R1.x; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; MUL result.color[2].y, R0.x, c[2].x; MUL result.color[2].x, R0.y, c[4].w; END # 43 instructions, 4 R-regs !!ARBfp1.0 OPTION ATI_draw_buffers; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_all -DUSE_SPECULAR -DUSE_ALPHATEST -DMORE_ACCURATE -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_all #semantic mesh_deferred_all.DIFFUSE_TEXTURE #semantic mesh_deferred_all.NORMALMAP_TEXTURE #semantic mesh_deferred_all.CAMERA_CLIP_PLANES #semantic mesh_deferred_all.CAMERA_DEPTH_LINEARIZATION #semantic mesh_deferred_all.DIFFUSE_COLOR #semantic mesh_deferred_all.GLOSSMAP_TEXTURE #semantic mesh_deferred_all.SPECULAR_VALUES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var float4 inTangent : $vin.TEXCOORD2 : TEX2 : 2 : 1 #var float4 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var sampler2D NORMALMAP_TEXTURE : : texunit 1 : 5 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 6 : 1 #var float4 CAMERA_DEPTH_LINEARIZATION : : : 7 : 0 #var float4 DIFFUSE_COLOR : : c[1] : 8 : 1 #var sampler2D GLOSSMAP_TEXTURE : : texunit 2 : 9 : 1 #var float4 SPECULAR_VALUES : : c[2] : 10 : 1 #var float4 oColor0 : $vout.COLOR0 : COL : 11 : 1 #var float4 oColor1 : $vout.COLOR1 : COL1 : 12 : 1 #var float4 oColor2 : $vout.COLOR2 : COL2 : 13 : 1 #var float4 oColor3 : $vout.COLOR3 : COL3 : 14 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[3] = 2 1 -1 0.5 #const c[4] = 1 255 0.0039215689 0 #const c[5] = 1 255 65025 0.010414124 #const c[6] = 0.015625 0.31005859 PARAM c[7] = { program.local[0..2], { 2, 1, -1, 0.5 }, { 1, 255, 0.0039215689, 0 }, { 1, 255, 65025, 0.010414124 }, { 0.015625, 0.31005859 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEX R0.xyw, fragment.texcoord[0], texture[1], 2D; MOV R0.z, R0.y; MUL R0.w, R0.x, R0; MAD R3.xy, R0.wzzw, c[3].x, -c[3].y; DP3 R0.y, fragment.texcoord[2], fragment.texcoord[2]; RSQ R0.y, R0.y; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; MUL R3.zw, R3.xyxy, R3.xyxy; ADD R0.w, R3.z, R3; ADD R0.w, -R0, c[3].y; RSQ R0.w, R0.w; MUL R1.xyz, R0.y, fragment.texcoord[2]; RSQ R0.x, R0.x; MUL R0.xyz, R0.x, fragment.texcoord[3]; MUL R2.xyz, R0.zxyw, R1.yzxw; MAD R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL R2.xyz, fragment.texcoord[3].w, -R2; MUL R2.xyz, R3.y, R2; MAD R1.xyz, R3.x, R1, R2; RCP R0.w, R0.w; MAD R0.xyz, R0.w, R0, R1; MIN R0.xyz, R0, c[3].y; MAX R0.xyz, R0, c[3].z; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL R0.xyz, R0.w, R0; MAD R0.w, R0.x, c[3], c[3]; MUL R1.zw, R0.w, c[4].xyxy; FRC R1.zw, R1; MAD R0.y, R0, c[3].w, c[3].w; MUL R0.xy, R0.y, c[4]; FRC R1.xy, R0; MAD R0.x, -R1.y, c[4].z, R1; MOV R0.y, R1; MOV result.color[1].zw, R0.xyxy; SLT R0.y, c[4].w, R0.z; MOV R0.x, c[3].y; ABS R0.y, R0; CMP R0.y, -R0, c[4].w, R0.x; CMP result.color.w, -R0.y, c[4], R0.x; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL result.color.xyz, R0, c[1]; SLT R0.w, R0, c[6].y; TEX R0.y, fragment.texcoord[0], texture[2], 2D; MOV R0.x, c[5].w; MUL R0.y, R0, c[2]; MAD result.color[1].x, -R1.w, c[4].z, R1.z; MUL R1.x, fragment.texcoord[1].w, c[0].z; MUL R1.xyz, R1.x, c[5]; FRC R1.xyz, R1; MOV result.color[1].y, R1.w; KIL -R0.w; MAD result.color[3].xy, -R1.yzzw, c[4].z, R1; MOV result.color[3].z, R1; MOV result.color[3].w, c[4]; MOV result.color[2].w, fragment.texcoord[2]; MOV result.color[2].z, fragment.texcoord[0]; MUL result.color[2].y, R0.x, c[2].x; MUL result.color[2].x, R0.y, c[6]; END # 59 instructions, 4 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_depth -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_depth #semantic mesh_deferred_depth.DIFFUSE_TEXTURE #semantic mesh_deferred_depth.CAMERA_CLIP_PLANES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : : 0 : 0 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : : 2 : 0 #var float4 CAMERA_CLIP_PLANES : : c[0] : 3 : 1 #var float4 oColor : $vout.COLOR0 : COL : 4 : 1 #const c[1] = 0 1 255 65025 #const c[2] = 0.0039215689 PARAM c[3] = { program.local[0], { 0, 1, 255, 65025 }, { 0.0039215689 } }; TEMP R0; MUL R0.x, fragment.texcoord[1].z, c[0].z; MUL R0.xyz, R0.x, c[1].yzww; FRC R0.xyz, R0; MAD result.color.xy, -R0.yzzw, c[2].x, R0; MOV result.color.z, R0; MOV result.color.w, c[1].x; END # 6 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh_deferred_depth -DUSE_ALPHATEST -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/depthpass_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh_deferred_depth #semantic mesh_deferred_depth.DIFFUSE_TEXTURE #semantic mesh_deferred_depth.CAMERA_CLIP_PLANES #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 CAMERA_CLIP_PLANES : : c[0] : 3 : 1 #var float4 oColor : $vout.COLOR0 : COL : 4 : 1 #var 4 $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[1] = 0 1 255 65025 #const c[2] = 0.0039215689 0.31005859 PARAM c[3] = { program.local[0], { 0, 1, 255, 65025 }, { 0.0039215689, 0.31005859 } }; TEMP R0; MUL R0.x, fragment.texcoord[1].z, c[0].z; TEX R0.w, fragment.texcoord[0], texture[0], 2D; MUL R0.xyz, R0.x, c[1].yzww; FRC R0.xyz, R0; SLT R0.w, R0, c[2].y; KIL -R0.w; MAD result.color.xy, -R0.yzzw, c[2].x, R0; MOV result.color.z, R0; MOV result.color.w, c[1].x; END # 9 instructions, 1 R-regs !!ARBfp1.0 OPTION ARB_fragment_program_shadow; # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/distortion_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.OFFSET_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DEFERRED_TEXTURE1 #semantic mesh.DEFERRED_TEXTURE2 #semantic mesh.CAMERA_CLIP_PLANES #semantic mesh.OFFSET_SCALE #var float3 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexLighting : $vin.COLOR0 : COL0 : 1 : 1 #var float4 texCoord : $vin.TEXCOORD1 : TEX1 : 2 : 1 #var sampler2D OFFSET_TEXTURE : : texunit 0 : 3 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 4 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 3 : 5 : 1 #var sampler2D DEFERRED_TEXTURE1 : : texunit 1 : 6 : 1 #var sampler2D DEFERRED_TEXTURE2 : : texunit 2 : 7 : 1 #var float4 CAMERA_CLIP_PLANES : : c[1] : 8 : 1 #var float4 OFFSET_SCALE : : c[2] : 9 : 1 #var float4 oColor : $vout.COLOR : COL : 10 : 1 #const c[3] = 0.5 2 1 0.0039215689 PARAM c[4] = { program.local[0..2], { 0.5, 2, 1, 0.0039215689 } }; TEMP R0; TEMP R1; TEX R0.xyz, fragment.texcoord[0], texture[0], 2D; ADD R0.xyz, R0, -c[3].x; MUL R0.xyz, fragment.color.primary.w, R0; MAD R0.xyz, fragment.texcoord[0].z, -R0, R0; ADD R0.xyz, R0, c[3].x; MAD R1.xy, R0, c[3].y, -c[3].z; MUL R1.xy, R1, c[2]; MUL R1.xy, fragment.texcoord[1].w, R1; ADD R1.xy, fragment.texcoord[1], R1; MOV R1.zw, fragment.texcoord[1]; TXP R0.w, R1, texture[2], SHADOW2D; TXP R1.w, R1, texture[1], SHADOW2D; MOV R1.y, R0.w; MOV R1.x, R1.w; MUL R1.xy, R1, c[3].zwzw; ADD R0.w, R1.x, R1.y; MAD R1.x, R0.w, c[1].y, -fragment.texcoord[1].z; TEX R0.w, fragment.texcoord[0], texture[3], 2D; CMP result.color.xyz, R1.x, c[3].x, R0; MUL result.color.w, R0, c[0]; END # 20 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/background_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 1 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 2 : 1 #var float4 oColor : $vout.COLOR : COL : 3 : 1 PARAM c[1] = { program.local[0] }; TEMP R0; TEX R0, fragment.texcoord[0], texture[0], 2D; MUL result.color, R0, c[0]; END # 2 instructions, 1 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry mesh -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/backlight_mesh_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program mesh #semantic mesh.DIFFUSE_TEXTURE #semantic mesh.DIFFUSE_COLOR #semantic mesh.BACKLIGHT_FACTOR #semantic mesh.CAMERA_DIRECTION #var float2 diffuseCoordinate : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float4 vertexPosition : $vin.TEXCOORD1 : : 1 : 0 #var float3 inTangent : $vin.TEXCOORD2 : : 2 : 0 #var float3 inNormal : $vin.TEXCOORD3 : TEX3 : 3 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 4 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 5 : 1 #var float4 BACKLIGHT_FACTOR : : c[1] : 6 : 1 #var float4 CAMERA_DIRECTION : : c[2] : 7 : 1 #var float4 oColor : $vout.COLOR0 : COL : 8 : 1 #const c[3] = 1 PARAM c[4] = { program.local[0..2], { 1 } }; TEMP R0; TEMP R1; DP3 R0.x, fragment.texcoord[3], fragment.texcoord[3]; RSQ R0.x, R0.x; MUL R1.xyz, R0.x, fragment.texcoord[3]; TEX R0, fragment.texcoord[0], texture[0], 2D; DP3_SAT R1.x, R1, -c[2]; MUL R0.xyz, R0, c[0]; ADD R1.x, -R1, c[3]; MUL R0.xyz, R1.x, R0; MUL result.color.xyz, R0, c[1]; MOV result.color.w, R0; END # 10 instructions, 2 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/cone_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.DIFFUSE_TEXTURE #semantic main.DIFFUSE_COLOR #semantic main.SPOT_COLOR #var float4 diffuseCoordinate0 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float3 diffuseCoordinate1 : $vin.TEXCOORD1 : TEX1 : 1 : 1 #var sampler2D DIFFUSE_TEXTURE : : texunit 0 : 2 : 1 #var float4 DIFFUSE_COLOR : : c[0] : 3 : 1 #var float4 SPOT_COLOR : : : 4 : 0 #var float4 oColor : $vout.COLOR : COL : 5 : 1 #const c[1] = 1 PARAM c[2] = { program.local[0], { 1 } }; TEMP R0; TEMP R1; TEMP R2; MUL R2.x, -fragment.texcoord[0].z, c[0].w; TEX R0, fragment.texcoord[0], texture[0], 2D; TEX R1, fragment.texcoord[1], texture[0], 2D; ADD R0, R0, R1; ADD R2.x, R2, c[1]; MUL R0.xyz, R0, R2.x; MUL R0.xyz, fragment.texcoord[0].w, R0; MUL R0.xyz, fragment.texcoord[1].z, R0; MOV result.color.w, R0; MUL result.color.xyz, R0, c[0]; END # 10 instructions, 3 R-regs !!ARBfp1.0 # cgc version 3.0.0007, build date Jul 22 2010 # command line args: -q -profile arbfp1 -entry main -O3 ARB_draw_buffers NumTemps=256 NumInstructionSlots=16384 NumTexInstructionSlots=16384 NumMathInstructionSlots=16384 MaxTexIndirections=16384 MaxLocalParams=1024 MaxDrawBuffers=4 # source file: data/shader/cg/display_scale_pixel.cg #vendor NVIDIA Corporation #version 3.0.0.07 #profile arbfp1 #program main #semantic main.HACK_TEXTURE #var sampler2D HACK_TEXTURE : : texunit 0 : 0 : 1 #var float2 texCoord : $vin.TEXCOORD0 : TEX0 : 1 : 1 #var float4 oColor : $vout.COLOR : COL : 2 : 1 TEX result.color, fragment.texcoord[0], texture[0], 2D; END # 1 instructions, 0 R-regs Fatal error: Error compiling shaders. Make sure your GPU supports Shader Model 3.0. Additional details may be found in the log.