   Vertex Shader
  Yesterday I bought a GeForceFX 5200 so the first thing I''ve done (after testing with Quake3, Aquamark 3, etc... for a few hours) was to see how to program the shaders. So I spent all day searching for a complete tutorial, but I was unable to find one. So I started reading a little bit here, a little there until I got the idea. So today I started working on a little program. But, as expected, it didn''t work. What can I do? You''ll find the source here : http://www.filisoft.as.ro/test1.zipI''m using GLUT so that I won''t bother with initialisation.BTW: does annybody know a site where I could find some shader examples with some explaining? Ok, that''s it. P.S. I know that in OpenGL it''s program, not shader, but shader is shorter to write 
  I finally got it! I thought that, just like normal ASM, the shaders are case in-sensitive. Nope. Also, they need a column (or semi-column, I don''t know wich is ":" and wich is ";" Anyways, it needed ";" ). Here is the source for it:#----------------------------------------------!!ARBvp1.0ATTRIB oldPos= vertex.position;ATTRIB oldCol= vertex.color;OUTPUT newPos= result.position;OUTPUT newCol= result.color;PARAM ModelViewProj[4]  = { state.matrix.mvp };TEMP temp;DP4 temp.x, ModelViewProj[0], oldPos;DP4 temp.y, ModelViewProj[1], oldPos;DP4 temp.z, ModelViewProj[2], oldPos;DP4 temp.w, ModelViewProj[3], oldPos;MOV newPos, temp;MOV newCol, oldCol;END#-------------------------------------------------Bleah! I have to do my light computations by hand... Who said shaders are easy? I''ll shoot''em.   Have FUN,FeeL E! ;quote:Original post by filisoft  !!ARBvp1.0ATTRIB oldPos= vertex.position;ATTRIB oldCol= vertex.color;OUTPUT newPos= result.position;OUTPUT newCol= result.color;PARAM ModelViewProj[4]  = { state.matrix.mvp };TEMP temp;DP4 temp.x, ModelViewProj[0], oldPos;DP4 temp.y, ModelViewProj[1], oldPos;DP4 temp.z, ModelViewProj[2], oldPos;DP4 temp.w, ModelViewProj[3], oldPos;MOV newPos, temp;MOV newCol, oldCol;ENDor shorter:!!ARBvp1.0OPTION ARB_position_invariant;MOV result.color, vertex.color;ENDand for lighting i think LIT might be worth a look. 