Files
Client/Library/dxx8/samples/Multimedia/Media/bumpshader.vsh
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

51 lines
685 B
GLSL

vs.1.0
;Constants
;
;c0-c3 Object
;
;c4-c7 Projection
;
;c8-c11 Total matrix
;
;c12 - Light Direction (In World Space)
;
;Input
;
;V0 - Position
;V7 - Texture
;V3 - Normal
;V8 - Tangnet
;Take normal and binormal into texture space first
m3x3 r7,v8,c0
m3x3 r8,v3,c0
;Cross product orientation flip
;is content dependent
mul r0,r7.zxyw,-r8.yzxw;
mad r5,r7.yzxw,-r8.zxyw,-r0;
;transform the light vector
dp3 r6.x,r7,c12
dp3 r6.y,r5,c12
dp3 r6.z,r8,c12
mov oD0.xyzw,-r6.z;
;this is also our texture coordinate
;on our basis
mul oT1.xyz,-r6.xyz,c33
;mov the z value into all teh values of the color
;mov oT1,c33
;transform into projection space
m4x4 oPos,v0,c8
mov oT0.xy,v7