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Anemone3DS/source/vshader.v.pica
2017-07-28 16:09:10 -04:00

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; Example PICA200 vertex shader
; Uniforms
.fvec projection[4]
; Constants
.constf myconst(0.0, 1.0, -1.0, 0.1)
.constf myconst2(0.3, 0.0, 0.0, 0.0)
.constf RGBA_TO_FLOAT4(0.00392156862, 0, 0, 0)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outclr color
.out outtc0 texcoord0
; Inputs (defined as aliases for convenience)
.alias inpos v0
.alias intex v1
.bool test
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; outpos = projectionMatrix * inpos
dp4 outpos.x, projection[0], r0
dp4 outpos.y, projection[1], r0
dp4 outpos.z, projection[2], r0
dp4 outpos.w, projection[3], r0
;outtc0 = intexcoord
mov outtc0, intex
;outclr
mul outclr, RGBA_TO_FLOAT4.xxxx, intex
; We're finished
end
.end