//Vertex Shader: comp:8000, uniform vec4 ctrmtx[64] : register(c78); uniform vec4 ctexmtx[24] : register(c54); uniform vec4 cnmtx[32] : register(c142); uniform vec4 cpnmtx[6] : register(c0); uniform vec4 cpostmtx[64] : register(c174); uniform vec4 clights[40] : register(c14); uniform vec4 cmtrl[4] : register(c10); uniform vec4 cproj[4] : register(c6); uniform float4 cDepth : register(c238); struct VS_OUTPUT { float4 pos : POSITION; float4 colors_0 : COLOR0; float4 colors_1 : COLOR1; float3 tex0 : TEXCOORD0; float4 clipPos : TEXCOORD1; }; VS_OUTPUT main( float2 tex0 : TEXCOORD0, float4 rawpos : POSITION) { VS_OUTPUT o; float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0f); float3 _norm0 = float3(0.0f, 0.0f, 0.0f); o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos)); float4 mat, lacc; float3 ldir, h; float dist, dist2, attn; o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f); o.colors_1 = o.colors_0; float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f); { coord = float4(0.0f, 0.0f, 1.0f, 1.0f); coord = float4(tex0.x, tex0.y, 1.0f, 1.0f); o.tex0.xyz = float3(dot(coord, ctexmtx[0]), dot(coord, ctexmtx[1]), 1); float4 P0 = cpostmtx[61]; float4 P1 = cpostmtx[62]; float4 P2 = cpostmtx[63]; o.tex0.xyz = float3(dot(P0.xyz, o.tex0.xyz) + P0.w, dot(P1.xyz, o.tex0.xyz) + P1.w, dot(P2.xyz, o.tex0.xyz) + P2.w); } o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w); o.pos.z = cDepth.x * o.pos.w + o.pos.z * cDepth.y; return o; }