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- vs.1.0
-
- ;Constants
- ;
- ;c0-c3 Object
- ;
- ;c4-c7 Projection
- ;
- ;c8-c11 Total matrix
- ;
- ;c12 - Light Direction (In World Space)
- ;
- ;Input
- ;
- ;V0 - Position
- ;V7 - Texture
- ;V3 - Normal
- ;V8 - Tangnet
-
- ;Take normal and binormal into texture space first
- m3x3 r7,v8,c0
- m3x3 r8,v3,c0
-
- ;Cross product orientation flip
- ;is content dependent
- mul r0,r7.zxyw,-r8.yzxw;
- mad r5,r7.yzxw,-r8.zxyw,-r0;
-
- ;transform the light vector
- dp3 r6.x,r7,c12
- dp3 r6.y,r5,c12
- dp3 r6.z,r8,c12
-
- mov oD0.xyzw,-r6.z;
-
- ;this is also our texture coordinate
- ;on our basis
- mul oT1.xyz,-r6.xyz,c33
- ;mov the z value into all teh values of the color
-
- ;mov oT1,c33
-
- ;transform into projection space
- m4x4 oPos,v0,c8
- mov oT0.xy,v7
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