Supermodel/win32/vertex_shader.vs

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2006-07-12 13:53:14 +00:00
vs_3_0
; parameters
; c0...c3 world-view-projection matrix
; c4...c7 world-view matrix
; c16 sun light vector
; c17 sun ambient, diffuse intensity
; input declarations
dcl_position v0
dcl_color0 v1
dcl_texcoord0 v2
dcl_texcoord1 v3
dcl_texcoord2 v4
dcl_normal v5
dcl_color1 v6
; output declarations
dcl_position o0.xyzw
dcl_color0 o1.xyzw
dcl_texcoord0 o2.xyzw
dcl_texcoord1 o3.xyzw
dcl_texcoord2 o4.xyzw
dcl_color1 o5.xyzw
; constants
def c128, 0.0f, 1.0f, 0.5f, 1.0f
; transform position to projection space
;dp4 o0.x, v0, c0
;dp4 o0.y, v0, c1
;dp4 o0.z, v0, c2
;dp4 o0.w, v0, c3
dp4 r20.x, v0, c0
dp4 r20.y, v0, c1
dp4 r20.z, v0, c2
dp4 r20.w, v0, c3
mov o0, r20
; calculate parallel lighting
m3x3 r4.xyz, v5, c4 ; transform N
mov r2, -c16
dp3 r3, r4, r2 ; N dot L
max r3, r3, c128.xxxx ; clamp negative values to 0
mul r3, r3, c17.xxxx ; scale with diffuse intensity
add r3, r3, c17.yyyy ; add ambient intensity
min r3, r3, c128.yyyy
if_ne v6.xxxx, c128.xxxx ; if v6.x == 0 -> apply lighting, if v6.x != 0 -> self-luminance
mov r3.xyz, v6.xxx ; self-luminance
endif
mov r3.w, c128.w ; multiply alpha with 1
mul o1, v1, r3 ; modulate and write color
;mov o1, r3
; move texture parameters
mov r10,v2
mov r10.w, r20.w
mov o2, r10
;mov o2, v2
mov o3, v3
mov o4, v4
; parameters (X=texture enable)
mov o5.x, v6.g