vs_2_0 dcl_position v0 dcl_normal v1 dcl_color v2 dcl_texcoord0 v3 dcl_texcoord6 v14 dcl_texcoord7 v15 dcl_tangent v7 dcl_binormal v8 dcl_texcoord4 v9 #include "../../VertexShader.h" ;------------------------------------------------------------------------------ ; Geometry transform ;------------------------------------------------------------------------------ ; Calculate bone indices mad r7, vIndices, c23.x, c23.y ; Initialize w-coordinate mov r0.w, C_ONE ; Calculate the second bone weight from the first sub r8.x, C_ONE, vWeights.x ; Skin position by bone 0 MOVA a0.x, r7.x m4x3 r0.xyz, vPos, c[a0.x] mul pPos, r0, vWeights.x ; Skin position by bone 1 MOVA a0.x, r7.y m4x3 r0.xyz, vPos, c[a0.x] mad pPos, r0, r8.x, pPos ; Skin normal by bone 0 MOVA a0.x, r7.x m3x3 pNormal.xyz, vNormal, c[a0.x] NormalizeVector(pNormal) ; Skin basis u by bone 0 m3x3 pBasisU.xyz, vBasisU, c[a0.x] NormalizeVector(pBasisU) ; Skin basis v by bone 0 m3x3 pBasisV.xyz, vBasisV, c[a0.x] NormalizeVector(pBasisV) ; Transform skinned position to projection space m4x4 OPOS, pPos, C_PROJECTION_MATRIX FIXUP_OPOS #include "..\..\VertexShader.h" ;------------------------------------------------------------------------------ ; Diffuse color ;------------------------------------------------------------------------------ ; Combine vertex color and material color mul oD0, vDiffuse, C_MATERIAL_COLOR #include "..\..\VertexShader.h" ;------------------------------------------------------------------------------ ; Fog calculation ;------------------------------------------------------------------------------ #include "..\..\VertexShader.h" ;------------------------------------------------------------------------------ ; Defines ;------------------------------------------------------------------------------ #define C_BASIS_TRANSFORM_1 c10 #define C_BASIS_TRANSFORM_2 c11 #define C_BASIS_TRANSFORM_3 c12 #define C_EYE_TRANSFORM_1 c13 #define C_EYE_TRANSFORM_2 c14 #define C_EYE_TRANSFORM_3 c15 ;------------------------------------------------------------------------------ ; Texture coordinates ;------------------------------------------------------------------------------ ; Base texture is the normal map mul r0, vTexCoords, C_TEXCOORD_DECOMPRESS add oT0.x, r0.x, C_BASIS_TRANSFORM_1.w add oT0.y, r0.y, C_BASIS_TRANSFORM_2.w ; Rotate the basis vectors into cubemap space dp3 oT1.x, pBasisU, C_BASIS_TRANSFORM_1 dp3 oT1.y, pBasisV, C_BASIS_TRANSFORM_1 dp3 oT1.z, pNormal, C_BASIS_TRANSFORM_1 dp3 oT2.x, pBasisU, C_BASIS_TRANSFORM_2 dp3 oT2.y, pBasisV, C_BASIS_TRANSFORM_2 dp3 oT2.z, pNormal, C_BASIS_TRANSFORM_2 dp3 oT3.x, pBasisU, C_BASIS_TRANSFORM_3 dp3 oT3.y, pBasisV, C_BASIS_TRANSFORM_3 dp3 oT3.z, pNormal, C_BASIS_TRANSFORM_3 ; Store the eye vector in the texture coordinate w for the pixel shader dp4 oT1.w, pPos, C_EYE_TRANSFORM_1 dp4 oT2.w, pPos, C_EYE_TRANSFORM_2 dp4 oT3.w, pPos, C_EYE_TRANSFORM_3