57 lines
1.5 KiB
GLSL
57 lines
1.5 KiB
GLSL
; make sure you update aemstro_as for this (15/11/14)
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; setup constants
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.const 20, 1.0, 0.0, 0.5, 1.0
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; setup outmap
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.out o0, result.position
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.out o1, result.color
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.out o2, result.texcoord0
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.out o3, result.texcoord1
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.out o4, result.texcoord2
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; setup uniform map (required to use SHDR_GetUniformRegister)
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.uniform 0, 3, projection ; c0-c3 = projection matrix
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.uniform 4, 7, modelview ; c4-c7 = modelview matrix
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.uniform 8, 8, lightDirection ; c8 = light direction vector
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.uniform 9, 9, lightAmbient ; c9 = light ambient color
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;code
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main:
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mov r1, v0 (0x6)
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mov r1, c20 (0x3)
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; tempreg = mdlvMtx * in.pos
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dp4 r0, c4, r1 (0x0)
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dp4 r0, c5, r1 (0x1)
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dp4 r0, c6, r1 (0x2)
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mov r0, c20 (0x3)
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; result.pos = projMtx * tempreg
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dp4 o0, c0, r0 (0x0)
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dp4 o0, c1, r0 (0x1)
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dp4 o0, c2, r0 (0x2)
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dp4 o0, c3, r0 (0x3)
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; result.texcoord = in.texcoord
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mov o2, v1 (0x5)
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mov o3, c20 (0x7)
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mov o4, c20 (0x7)
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; result.color = crappy lighting
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dp3 r0, c8, v2 (0x6)
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max r0, c20, r0 (0x4)
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mul r0, c9, r0 (0x8)
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add o1, c9, r0 (0x6)
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mov o1, c20 (0x3)
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flush
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end
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endmain:
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;operand descriptors
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.opdesc x___, xyzw, xyzw ; 0x0
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.opdesc _y__, xyzw, xyzw ; 0x1
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.opdesc __z_, xyzw, xyzw ; 0x2
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.opdesc ___w, xyzw, xyzw ; 0x3
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.opdesc xyz_, yyyy, xyzw ; 0x4
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.opdesc xyzw, xyzw, xyzw ; 0x5
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.opdesc xyz_, xyzw, xyzw ; 0x6
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.opdesc xyzw, yyyw, xyzw ; 0x7
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.opdesc xyz_, wwww, xyzw ; 0x8
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