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# Toon Shader by James A. McCombe, Tue Jun 17 2003
#
# Implements a very crude toon shader. Basically, a simple dot product between a
# light direction vector and the vertex normal is performed. The output of this is
# used to set the texture coordinates to lookup inside a special texture which
# effectively quantises the light intensity into 3 bands.
#
# Parameters:
# program.env[0] - Light direction vector
ATTRIB vPosition = vertex.position;
ATTRIB vNormal = vertex.normal;
PARAM lightDirection = program.env[0];
TEMP t0, transVertex;
DP4 result.position.x, state.matrix.mvp.row[0], vPosition;
DP4 result.position.y, state.matrix.mvp.row[1], vPosition;
DP4 result.position.z, state.matrix.mvp.row[2], vPosition;
DP4 result.position.w, state.matrix.mvp.row[3], vPosition;
DP3 t0.x, state.matrix.modelview[0].invtrans.row[0], vNormal;
DP3 t0.z, state.matrix.modelview[0].invtrans.row[1], vNormal;
DP3 t0.y, state.matrix.modelview[0].invtrans.row[2], vNormal;
# Dot product of normal and light vector to do tone lookup
DP3 t0, t0, lightDirection;
SWZ result.texcoord[0], t0, x,1,1,1;
# Write the primary vertex color
MOV result.color, vertex.color;
END
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