54 lines
1003 B
GLSL
54 lines
1003 B
GLSL
; Really simple & stupid PICA200 shader
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; Also serves as an example of picasso syntax
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; Uniforms
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.uniform projMtx(4), mdlvMtx(4)
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; Constants
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.const myconst(0.0, 1.0, -1.0, 0.0)
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.alias zeros myconst.xxxx
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.alias ones myconst.yyyy
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.alias negones myconst.zzzz
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.alias dummytcoord myconst.xxxy ; (0,0,0,1)
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; Outputs
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.out outpos position
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.out outtc0 texcoord0
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.out outtc1 texcoord1
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.out outtc2 texcoord2
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.out outclr color
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; Inputs
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.alias inpos v0
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.alias intex v1
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.alias inarg v2
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.proc main
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; r0 = (inpos.x, inpos.y, inpos.z, 1.0)
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mov r0.xyz, inpos
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mov r0.w, ones
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; r1 = mdlvMtx * r0
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dp4 r1.x, mdlvMtx(0), r0
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dp4 r1.y, mdlvMtx(1), r0
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dp4 r1.z, mdlvMtx(2), r0
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dp4 r1.w, mdlvMtx(3), r0
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; outpos = projMtx * r1
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dp4 outpos.x, projMtx(0), r1
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dp4 outpos.y, projMtx(1), r1
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dp4 outpos.z, projMtx(2), r1
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dp4 outpos.w, projMtx(3), r1
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; Set texcoords
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mov outtc0, intex
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mov outtc1, dummytcoord
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mov outtc2, dummytcoord
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; Set vertex color
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mov outclr.xyz, inarg
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mov outclr.w, ones
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end
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.end
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