lit - vs

Provides partial support for lighting by calculating lighting coefficients from two dot products and an exponent.


lit dst, src



  • dst is the destination register.
  • src is a source register.


Vertex shader versions 1_1 2_0 2_x 2_sw 3_0 3_sw
lit x x x x x x


The source vector is assumed to contain the values shown in the following pseudocode.

src.x = N*L        ; The dot product between normal and direction to light
src.y = N*H        ; The dot product between normal and half vector
src.z = ignored    ; This value is ignored
src.w = exponent   ; The value must be between -128.0 and 128.0

The following code fragment shows the operations performed.

dest.x = 1;
dest.y = 0;
dest.z = 0;
dest.w = 1;

float power = src.w;
const float MAXPOWER = 127.9961f;
if (power < -MAXPOWER)
    power = -MAXPOWER;          // Fits into 8.8 fixed point format
else if (power > MAXPOWER)
    power = MAXPOWER;          // Fits into 8.8 fixed point format

if (src.x > 0)
    dest.y = src.x;
    if (src.y > 0)
        // Allowed approximation is EXP(power * LOG(src.y))
        dest.z = (float)(pow(src.y, power));

Reduced precision arithmetic is acceptable in evaluating the destination y component (dest.y). An implementation must support at least eight fraction bits in the power argument. Dot products are calculated with normalized vectors, and clamp limits are -128 to 128.

Error should correspond to a logp - vs and exp - vs combination, or no more than approximately one significant bit for an 8-bit color component.

Vertex Shader Instructions