!!ARBvp1.0 OPTION ARB_position_invariant ;

# VPROG_INTERACTION
# 
# input:
# 
# attrib[8] TEX0	texture coordinates
# attrib[9] TEX1	normal
# attrib[10] TEX2	tangent[0]
# attrib[11] TEX3	tangent[1]
# COL			vertex color
#
# c[4]	localLightOrigin
# c[5]	localViewOrigin
# c[6]	lightProjection S
# c[7]	lightProjection T
# c[8]	lightProjection Q
# c[9]	lightFalloff S
# c[10]	bumpMatrix S
# c[11]	bumpMatrix T
# c[12]	diffuseMatrix S
# c[13]	diffuseMatrix T
# c[14]	specularMatrix S
# c[15]	specularMatrix T
# c[16]	vertex color modulate
# c[17]	vertex color add
# 
# output:
# 
# texture 0 is the cube map
# texture 1 is the per-surface bump map
# texture 2 is the light falloff texture
# texture 3 is the light projection texture
# texture 4 is the per-surface diffuse map
# texture 5 is the per-surface specular map
# texture 6 is the specular lookup table

TEMP	R0, R1, R2;

PARAM	defaultTexCoord = { 0, 0.5, 0, 1 };


# calculate vector to light in R0
SUB		R0, program.env[4], vertex.position;

# put into texture space for TEX0
DP3		result.texcoord[0].x, vertex.attrib[9], R0;
DP3		result.texcoord[0].y, vertex.attrib[10], R0;
DP3		result.texcoord[0].z, vertex.attrib[11], R0;

# textures 1 takes the base coordinates by the texture matrix
MOV		result.texcoord[1], defaultTexCoord;
DP4		result.texcoord[1].x, vertex.attrib[8], program.env[10];
DP4		result.texcoord[1].y, vertex.attrib[8], program.env[11];

# texture 2 has one texgen
MOV		result.texcoord[2], defaultTexCoord;
DP4		result.texcoord[2].x, vertex.position, program.env[9];

# texture 3 has three texgens
DP4		result.texcoord[3].x, vertex.position, program.env[6];
DP4		result.texcoord[3].y, vertex.position, program.env[7];
DP4		result.texcoord[3].w, vertex.position, program.env[8];

# textures 4 takes the base coordinates by the texture matrix
MOV		result.texcoord[4], defaultTexCoord;
DP4		result.texcoord[4].x, vertex.attrib[8], program.env[12];
DP4		result.texcoord[4].y, vertex.attrib[8], program.env[13];

# textures 5 takes the base coordinates by the texture matrix
MOV		result.texcoord[5], defaultTexCoord;
DP4		result.texcoord[5].x, vertex.attrib[8], program.env[14];
DP4		result.texcoord[5].y, vertex.attrib[8], program.env[15];

# texture 6's texcoords will be the halfangle in texture space

# calculate normalized vector to light in R0
SUB		R0, program.env[4], vertex.position;
DP3		R1, R0, R0;
RSQ		R1, R1.x;
MUL		R0, R0, R1.x;

# calculate normalized vector to viewer in R1
SUB		R1, program.env[5], vertex.position;
DP3		R2, R1, R1;
RSQ		R2, R2.x;
MUL		R1, R1, R2.x;

# add together to become the half angle vector in object space (non-normalized)
ADD		R0, R0, R1;

# put into texture space
DP3		result.texcoord[6].x, vertex.attrib[9], R0;
DP3		result.texcoord[6].y, vertex.attrib[10], R0;
DP3		result.texcoord[6].z, vertex.attrib[11], R0;

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD		result.color.xyz, vertex.color, program.env[16], program.env[17];

END


#======================================================================

!!ARBfp1.0 
OPTION ARB_precision_hint_nicest;

# texture 0 is the cube map
# texture 1 is the per-surface bump map
# texture 2 is the light falloff texture
# texture 3 is the light projection texture
# texture 4 is the per-surface diffuse map
# texture 5 is the per-surface specular map
# texture 6 is the specular lookup table

# env[0] is the diffuse modifier
# env[1] is the specular modifier

TEMP	light, color, R1, R2, localNormal, specular;

#PARAM	subOne = { -2, -2, -2, -2 };
#PARAM	scaleTwo = { 4, 4, 4, 4 };
PARAM	subOne = { -1, -1, -1, -1 };
PARAM	scaleTwo = { 2, 2, 2, 2 };

#PARAM	xero = { 0, 0, 0, 1 };

PARAM	saab = { 0, 0, 0, 0.5 };	# 0.5 specular AA bias

PARAM	specExp = { 16, 0, 0, 0 };

# load the specular half angle first, because
# the ATI shader gives a "too many indirections" error
# if this is done right before the texture indirection

#-----------------
#TEX	specular, fragment.texcoord[6], texture[0], CUBE;
#MAD	specular, specular, scaleTwo, subOne;


# instead of using the normalization cube map, normalize with math
DP3		specular, fragment.texcoord[6],fragment.texcoord[6];
RSQ		specular, specular.x;
MUL		specular, specular.x, fragment.texcoord[6];
#-----------------


#
# the amount of light contacting the fragment is the
# product of the two light projections and the surface
# bump mapping
#

# perform the diffuse bump mapping

#-----------------
#TEX	light, fragment.texcoord[0], texture[0], CUBE;
#MAD	light, light, scaleTwo, subOne;

# instead of using the normalization cube map, normalize with math
DP3		light, fragment.texcoord[0],fragment.texcoord[0];
RSQ		light, light.x;
MUL		light, light.x, fragment.texcoord[0];
#-----------------

TEX	localNormal, fragment.texcoord[1], texture[1], 2D;
MOV localNormal.x, localNormal.a;
#MOV localNormal.z, 0.75;
MAD	localNormal, localNormal, scaleTwo, subOne;
#DP3	light, light, localNormal;

# localNormal filter
ADD	R1, fragment.texcoord[1], saab;
TXB	R2, R1, texture[1], 2D;
MOV 	R2.x, R2.a;
MAD	R2, R2, scaleTwo, subOne;

ADD	localNormal, localNormal, R2;
MUL	localNormal, localNormal, 0.5;

# localNormal (normalize)
DP3	R1.w, localNormal, localNormal;
RSQ	R1.w, R1.w;
MUL	localNormal.xyz, R1.w, localNormal;

# -------- diffuse map modulated by light color -- #

TEX	R1, fragment.texcoord[4], texture[4], 2D;
MUL	color.xyz, R1, program.env[0];

# ------------------------------------- reflect -- #

# reflect light from localNormal

DP3	R2.w, localNormal, localNormal;
DP3	R2.x, localNormal, light;
MUL	R2.x, R2, 2.0;

# divide by mul
RCP	R1.w, R2.w;
MUL	R2.x, R2.x, R1.w;

MAD	R1.xyz, R2.xxxx, localNormal, -light;

# ------------------------------------------------ #

# specular.w is the specular volume
DP3	specular.w, R1, specular;
#SUB	specular.w, specular, clamp.w;

DP3	light, light, localNormal;
#SUB_SAT light, light, clamp.w;

# modulate by the light projection
TXP	R1, fragment.texcoord[3], texture[3], 2D;
MUL	light, light, R1;

# boost projection, specular light reaches further - DFM added
ADD_SAT	R1.rgb, R1, R1;
MUL	R2.rgb, R2, R1;

# modulate by the light falloff
TXP	R1, fragment.texcoord[2], texture[2], 2D;
MUL	light, light, R1;

#
# the light will be modulated by the diffuse and
# specular surface characteristics
#

# modulate by the diffuse map and constant diffuse factor
TEX	R1, fragment.texcoord[4], texture[4], 2D;
MUL	color.xyz, R1, program.env[0];

# perform the specular bump mapping
DP3	specular, specular, localNormal;

# perform a dependent table read for the specular falloff
#TEX	R1, specular, texture[6], 2D;
#POW R1, specular.x, specExp.x;

# perform a dependent table read for the specular falloff
TEX	R1, specular, texture[6], 2D;	#ORIGINALE DI JC
#MAD_SAT R1, specular, 18.0, -16.5;	#ALTERNATIVO CON ACCENTUAZIONE SPECULARE
#MAD_SAT R1, specular, 10.0, -8.5;
#MAD_SAT R1, specular, 4.0, -3.0;	#VERSIONE DI HUMUS ESTREMAMENTE SIMILE ALL'ORIGINALE
MUL R1, R1, R1;

# modulate by the constant specular factor
MUL	R1, R1, program.env[1];

# modulate by the specular map * 2
TEX	R2, fragment.texcoord[5], texture[5], 2D;
ADD	R2, 0.7, 0.175;
#ADD	R2, R2, R2;

MAD	color.xyz, R1, R2, color;
MUL	color.xyz, light, color;

# modify by the vertex color

#MUL result.color.xyz, color, fragment.color;

MUL result.color.xyz, color, fragment.color;
#MOV result.color.xyz, color.r;

END
