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- // vertex shader version
- vs.1.0
-
- // take the vertex position data ( v0 ) and multiply it by the matrix which we have put in
- // register 0, the result is stored in oPos which is the position output register
- m4x4 oPos, v0, c0
-
- // calculate the amount of light falling on a vertex by taking the normal and dot it with the // light vector
- dp3 r0, v3, c4
-
- // multiply the result of the dot product with the diffuse colour and place it in the oD0
- // register
- mul oD0, r0.x, v5
-
- // pass the texture coordinates from the input register ( v7 ) into the output register ( oT0 )
- mov oT0.xy, v7
-