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- ; Inputs: v0 = Position
- ; v3 = Normal
- ; c0 = Constant (0,0.5,xxx,xxx)
- ; c1-4 = WorldView matrix
- ; c5-9 = WorldViewProjection matrix
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- vs.1.0 ; Shader version 1.0
- m4x4 r0 , v0 , c1 ; r0 = View space position
- m3x3 r1 , v3 , c1 ; r1 = View space normal
- m4x4 oPos , v0 , c5 ; Spit out projected position
- dp3 r2.x , r0 , r0 ; Normalize r0 (position)
- rsq r2.x , r2.x
- mul r0 , r0 , r2.x
- dp3 r3.x , r0 , -r1 ; Compute dot product
- mad oD0.w, r3.x , c0.y , c0.y ; Scale to [0,1] and make alpha
- mov oD0.xyz , c0.x ; Diffuse RGB is 0
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