#include "..\..\VertexShader.h" ;------------------------------------------------------------------------------ ; Defines ;------------------------------------------------------------------------------ #define C_LIGHT_POSITION c10 #define C_INVERSE_RADIUS c11 #define C_HALF c12 ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; Calculate the vertex-to-light vector add rVertexToLight, C_LIGHT_POSITION, -pPos ; For light attenuation, store scaled and biased vertex-to-light vector in texture stages mul rTemp, rVertexToLight, C_INVERSE_RADIUS mad oT0.xy, rTemp.xy, C_HALF, C_HALF mad oT1.x, rTemp.z, C_HALF, C_HALF mov oT1.y, C_HALF ; Store L vector as a texture stage mov oT2, rVertexToLight ; Copy lightmap texcoords mul oT3.xy, vTexCoords3, C_TEXCOORD_DECOMPRESS ; Store N vector in the specular channel mad oD1.xyz, pNormal, C_HALF, C_HALF #ifdef _PCBUILD mov oD1.w, C_ONE #endif