; VertexShader Version ; MUST BE 1.1 - since we use the a0 register! vs.1.1 ; ; Constants specified by the app ; c0 = constants0 ( 1.0f,-1.0f, 0.0f, 1020.01f); ; c1 = temp ; c2 = // Object Color ; c3 = // Line Color ; c4 = // Line Size ; c5 = light direction ; c10 = model * matView * matProj ; c94 = ; ; Vertex components (as specified in the vertex DECL) ; v0 = pVertex[i].position ; v3 = pVertex[i].normal ; v5 = pVertex[i].texturecoords0 ; v6 = pVertex[i].texturecoords1 ; ;---------------------------------------------------------------------------- dcl_position v0 dcl_normal v3 dcl_texcoord0 v5 m4x4 oPos, v0, c10 ;---------------------------------------------------------------------------- ; Lighting based on a SINGLE LIGHT!!!! ;---------------------------------------------------------------------------- mov oD0.xyzw, c2 ; Output color ;---------------------------------------------------------------------------- ; Just pass texture coordinates through ;---------------------------------------------------------------------------- mov oT0.xy, v5.xy dp3 r6.x , v3.xyz , c5.xyz max r6.x , r6.x , c0.z mov oT1.x, r6.x mov oT1.y, c0.y