/* Basic shader for transforming a vertex into clip space. No blending weights are used. */ /* CONSTANT AREA MAP c14 - c17 = world transformation matrix c18 - c21 = (View x Projection) matrix */ #define V_POSITION v0 #define V_TEXTURE v7 #define POS_WORLD r9 ; change this path to suit your app #include ".\\Source\\PlaneBlendVS.h" vs.1.0 ; Shader version 1.0 dp4 POS_WORLD.x, V_POSITION, c[CV_WORLD_0] ; Final world position.x dp4 POS_WORLD.y, V_POSITION, c[CV_WORLD_1] ; Final world position.y dp4 POS_WORLD.z, V_POSITION, c[CV_WORLD_2] ; Final world position.z dp4 POS_WORLD.w, V_POSITION, c[CV_WORLD_3] ; Final world position.w dp4 oPos.x, POS_WORLD, c[CV_VIEWPROJ_0] ; clip space.x dp4 oPos.y, POS_WORLD, c[CV_VIEWPROJ_1] ; clip space.y dp4 oPos.z, POS_WORLD, c[CV_VIEWPROJ_2] ; clip space.z dp4 oPos.w, POS_WORLD, c[CV_VIEWPROJ_3] ; clip space.w sge oD0, c1.y, c1.y ; make one for color mov oT0.xy , V_TEXTURE ; copy texture co-ordinates