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cg-examples-3.0.0018-0.1.x86_64.rpm


/* CgFX 1.4 file for bumpdemo2 effect. */

/* Includes verbatim shaders from The Cg Tutorial (ISBN: 0321194969). */
#include "C8E4f_specSurf.cg"      /* page 209 */
#include "C8E6v_torus.cg"         /* page 223 */

/* Additional shaders */
#define EXPAND_DEFINED
#include "specSurfNormalize.cg"   /* modernized version of C8E4f_specSurf */
#include "specSurfSelfShadow.cg"  /* specSurfNormalize with geometric self-shadowing */
#include "noBump.cg"              /* diffuse+specular without bumpmapping */

float4x4 ModelViewProj : ModelViewProjection;
float OuterRadius = 6;
float InnerRadius = 2;
float3 LightPosition = { -8, 0, 15 };
float3 EyePosition = { 0, 0, 18 };

float Ambient<
  string type = "ambient";
  float minValue = 0.0;
  float maxValue = 1.0;
> = 0.3;

float Shininess <
  string type = "shininess";
  float minValue = 1.0;
  float maxValue = 128.0;
> = 40.0;

float Opacity <
  string type = "opacity";
  float minValue = 0.0;
  float maxValue = 1.0;
> = 1.0;

float3 DiffuseMaterial<
  string type = "color";
  float3 minValue = float3(0,0,0);
  float3 maxValue = float3(1,1,1);
> = { 0.9, 0.6, 0.3 };

float3 SpecularMaterial<
  string type = "color";
  float3 minValue = float3(0,0,0);
  float3 maxValue = float3(1,1,1);
> = { 1, 1, 1 };

float3 LightColor<
  string type = "color";
  float3 minValue = float3(0,0,0);
  float3 maxValue = float3(1,1,1);
> = { 1.0, 0.9, 0.9 };

sampler2D normalMap = sampler_state {
  generateMipMap = true;
  minFilter = LinearMipMapLinear;
  magFilter = Linear;
};

samplerCUBE normalizeCube = sampler_state {
  minFilter = Linear;
  magFilter = Linear;
  wrapS = ClampToEdge;
  wrapT = ClampToEdge;
};

// Because bumpdemo2.c picks the first valid technique, list techniques
// in relative order of preference...

// Best technique for GeForce 8 GPUs...
technique bumpdemo_g80 {
  pass {
    FragmentProgram =
      compile gp4fp specSurfNormalize(Ambient,
                                      Shininess,
                                      Opacity,
                                      DiffuseMaterial  * LightColor,
                                      SpecularMaterial * LightColor,
                                      normalMap);
    VertexProgram =
      compile gp4vp C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}

// Best technique for GeForce 7 and 6 GPUs...
technique bumpdemo_nv40 {
  pass {
    FragmentProgram =
      compile fp40 specSurfNormalize(Ambient,
                                     Shininess,
                                     Opacity,
                                     DiffuseMaterial  * LightColor,
                                     SpecularMaterial * LightColor,
                                     normalMap);
    VertexProgram =
      compile vp40 C8E6v_torus(LightPosition,
                               EyePosition,
                               ModelViewProj,
                               float2(OuterRadius, InnerRadius));
  }
}

// Best technique for GeForce FX 5xxx GPUs...
technique bumpdemo_nv30 {
  pass {
    FragmentProgram =
      compile fp30 specSurfNormalize(Ambient,
                                     Shininess,
                                     Opacity,
                                     DiffuseMaterial  * LightColor,
                                     SpecularMaterial * LightColor,
                                     normalMap);
    VertexProgram =
      compile vp30 C8E6v_torus(LightPosition,
                               EyePosition,
                               ModelViewProj,
                               float2(OuterRadius, InnerRadius));
  }
}

// Best technique for ATI GPUs (using multi-vendor assembly extensions)...
technique bumpdemo_arb {
  pass {
    FragmentProgram =
      compile arbfp1 specSurfNormalize(Ambient,
                                       Shininess,
                                       Opacity,
                                       DiffuseMaterial  * LightColor,
                                       SpecularMaterial * LightColor,
                                       normalMap);
    VertexProgram =
      compile arbvp1 C8E6v_torus(LightPosition,
                                 EyePosition,
                                 ModelViewProj,
                                 float2(OuterRadius, InnerRadius));
  }
}

// Best technique for GeForce 3 and 4 Ti GPUs...
technique bumpdemo_nv20 {
  pass {
    FragmentProgram =
      compile fp20 C8E4f_specSurf(Ambient,
                                  float4(DiffuseMaterial  * LightColor, 1),
                                  float4(SpecularMaterial * LightColor, 1),
                                  normalMap,
                                  normalizeCube,
                                  normalizeCube);
    VertexProgram =
      compile vp20 C8E6v_torus(LightPosition,
                               EyePosition,
                               ModelViewProj,
                               float2(OuterRadius, InnerRadius));
  }
}

// Best technique for GLSL-capable GPUs...
technique bumpdemo_GLSL {
  pass {
    FragmentProgram =
      compile glslf specSurfNormalize(Ambient,
                                      Shininess,
                                      Opacity,
                                      DiffuseMaterial  * LightColor,
                                      SpecularMaterial * LightColor,
                                      normalMap);
    VertexProgram =
      compile glslv C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}

// Technique using book's exact programs with multi-vendor profiles...
technique bumpdemo_book_arb {
  pass {
    FragmentProgram =
      compile arbfp1 C8E4f_specSurf(Ambient,
                                    float4(DiffuseMaterial  * LightColor, 1),
                                    float4(SpecularMaterial * LightColor, 1),
                                    normalMap,
                                    normalizeCube,
                                    normalizeCube);
    VertexProgram =
      compile arbvp1 C8E6v_torus(LightPosition,
                                 EyePosition,
                                 ModelViewProj,
                                 float2(OuterRadius, InnerRadius));
  }
}

// Technique using book's exact programs with GLSL profiles...
technique bumpdemo_book_GLSL {
  pass {
    FragmentProgram =
      compile glslf C8E4f_specSurf(Ambient,
                                   float4(DiffuseMaterial  * LightColor, 1),
                                   float4(SpecularMaterial * LightColor, 1),
                                   normalMap,
                                   normalizeCube,
                                   normalizeCube);
    VertexProgram =
      compile glslv C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}

// Technique for phong shading without bump mapping...
technique nobump_arb {
  pass {
    FragmentProgram =
      compile arbfp1 noBump(Ambient,
                            Shininess,
                            Opacity,      
                            DiffuseMaterial  * LightColor,
                            SpecularMaterial * LightColor);
    VertexProgram =
      compile arbvp1 C8E6v_torus(LightPosition,
                                 EyePosition,
                                 ModelViewProj,
                                 float2(OuterRadius, InnerRadius));
  }
}

// Technique using GLSL for phong shading without bump mapping...
technique nobump_GLSL {
  pass {
    FragmentProgram =
      compile glslf noBump(Ambient,
                           40.0,
                           Opacity,      
                           DiffuseMaterial  * LightColor,
                           SpecularMaterial * LightColor);
    VertexProgram =
      compile glslv C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}

// Technique with geometric self-shadowing for the bump mapping for GeForce 8...
technique bump_selfShadow_g80 {
  pass {
    FragmentProgram =
      compile gp4fp specSurfSelfShadow(Ambient,
                                       Shininess,
                                       Opacity,
                                       DiffuseMaterial  * LightColor,
                                       SpecularMaterial * LightColor,
                                       normalMap);
    VertexProgram =
      compile gp4vp C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}

// Technique with geometric self-shadowing for the bump mapping for GeForce 6 & 7...
technique bump_selfShadow_nv40 {
  pass {
    FragmentProgram =
      compile fp40 specSurfSelfShadow(Ambient,
                                      Shininess,
                                      Opacity,
                                      DiffuseMaterial  * LightColor,
                                      SpecularMaterial * LightColor,
                                      normalMap);
    VertexProgram =
      compile vp40 C8E6v_torus(LightPosition,
                               EyePosition,
                               ModelViewProj,
                               float2(OuterRadius, InnerRadius));
  }
}

// Technique with geometric self-shadowing for the bump mapping for ATI...
technique bump_selfShadow_arb {
  pass {
    FragmentProgram =
      compile arbfp1 specSurfSelfShadow(Ambient,
                                        Shininess,
                                        Opacity,
                                        DiffuseMaterial  * LightColor,
                                        SpecularMaterial * LightColor,
                                        normalMap);
    VertexProgram =
      compile arbvp1 C8E6v_torus(LightPosition,
                                 EyePosition,
                                 ModelViewProj,
                                 float2(OuterRadius, InnerRadius));
  }
}

technique bump_selfShadow_GLSL {
  pass {
    FragmentProgram =
      compile glslf specSurfSelfShadow(Ambient,
                                       40.0,
                                       Opacity,
                                       DiffuseMaterial  * LightColor,
                                       SpecularMaterial * LightColor,
                                       normalMap);
    VertexProgram =
      compile glslv C8E6v_torus(LightPosition,
                                EyePosition,
                                ModelViewProj,
                                float2(OuterRadius, InnerRadius));
  }
}