[8708] | 1 | !!ARBvp1.0 |
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| 2 | OPTION NV_vertex_program3; |
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| 3 | # cgc version 2.0.0016, build date Jun 5 2008 |
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| 4 | # command line args: -profile vp40 -I c:\users\markus wegmann\documents\fx composer 2\shader library\hlsl\include -I c:\users\markus wegmann\documents\fx composer 2\shader library\cgfx\include -I c:\users\markus wegmann\documents\fx composer 2\shader library\hlsl -I c:\users\markus wegmann\documents\fx composer 2\shader library\cgfx -I c:\program files (x86)\nvidia corporation\fx composer 2.5\media\hlsl\include -I c:\program files (x86)\nvidia corporation\fx composer 2.5\media\cgfx\include -I c:\users\markus wegmann\documents\fx composer 2\projects\godrays |
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| 5 | # source file: c:\users\markus wegmann\documents\fx composer 2\projects\godrays\Blinn.cgfx |
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| 6 | #vendor NVIDIA Corporation |
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| 7 | #version 2.0.0.16 |
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| 8 | #profile vp40 |
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| 9 | #program std_VS |
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| 10 | #semantic Script : STANDARDSGLOBAL |
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| 11 | #semantic WorldITXf : WorldInverseTranspose |
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| 12 | #semantic WvpXf : WorldViewProjection |
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| 13 | #semantic WorldXf : World |
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| 14 | #semantic ViewIXf : ViewInverse |
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| 15 | #semantic Lamp0Pos : Position |
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| 16 | #semantic Lamp0Color : Specular |
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| 17 | #semantic AmbiColor : Ambient |
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| 18 | #semantic Ks |
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| 19 | #semantic Eccentricity |
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| 20 | #semantic ColorTexture |
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| 21 | #semantic ColorSampler |
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| 22 | #var float3 IN.Position : $vin.POSITION : POSITION : 0 : 1 |
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| 23 | #var float4 IN.UV : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1 |
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| 24 | #var float4 IN.Normal : $vin.NORMAL : NORMAL : 0 : 1 |
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| 25 | #var float4 IN.Tangent : $vin.TANGENT0 : ATTR14 : 0 : 1 |
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| 26 | #var float4 IN.Binormal : $vin.BINORMAL0 : ATTR15 : 0 : 1 |
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| 27 | #var float Script : STANDARDSGLOBAL : : -1 : 0 |
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| 28 | #var float4x4 WorldITXf : WorldInverseTranspose : c[0], 4 : -1 : 1 |
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| 29 | #var float4x4 WvpXf : WorldViewProjection : c[4], 4 : -1 : 1 |
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| 30 | #var float4x4 WorldXf : World : c[8], 4 : -1 : 1 |
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| 31 | #var float4x4 ViewIXf : ViewInverse : c[12], 4 : -1 : 1 |
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| 32 | #var float3 Lamp0Pos : Position : c[16] : -1 : 1 |
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| 33 | #var float3 Lamp0Color : Specular : : -1 : 0 |
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| 34 | #var float3 AmbiColor : Ambient : : -1 : 0 |
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| 35 | #var float Ks : : : -1 : 0 |
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| 36 | #var float Eccentricity : : : -1 : 0 |
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| 37 | #var texture ColorTexture : : : -1 : 0 |
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| 38 | #var sampler2D ColorSampler : : : -1 : 0 |
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| 39 | #var float4 std_VS.HPosition : $vout.POSITION : HPOS : -1 : 1 |
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| 40 | #var float2 std_VS.UV : $vout.TEXCOORD0 : TEX0 : -1 : 1 |
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| 41 | #var float3 std_VS.LightVec : $vout.TEXCOORD1 : TEX1 : -1 : 1 |
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| 42 | #var float3 std_VS.WorldNormal : $vout.TEXCOORD2 : TEX2 : -1 : 1 |
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| 43 | #var float3 std_VS.WorldTangent : $vout.TEXCOORD3 : TEX3 : -1 : 1 |
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| 44 | #var float3 std_VS.WorldBinormal : $vout.TEXCOORD4 : TEX4 : -1 : 1 |
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| 45 | #var float3 std_VS.WorldView : $vout.TEXCOORD5 : TEX5 : -1 : 1 |
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| 46 | #const c[17] = 1 |
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| 47 | #default Script = 0.80000001 |
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| 48 | #default Lamp0Pos = -0.5 2 1.25 |
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| 49 | #default Lamp0Color = 1 1 1 |
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| 50 | #default AmbiColor = 0.07 0.07 0.07 |
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| 51 | #default Ks = 0.40000001 |
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| 52 | #default Eccentricity = 0.30000001 |
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| 53 | PARAM c[18] = { program.local[0..16], |
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| 54 | { 1 } }; |
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| 55 | TEMP R0; |
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| 56 | TEMP R1; |
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| 57 | TEMP R2; |
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| 58 | TEMP RC, HC; |
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| 59 | BB1: |
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| 60 | MOV R1.w, c[17].x; |
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| 61 | MOV R1.xyz, vertex.position; |
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| 62 | DP4 R2.z, R1, c[10]; |
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| 63 | DP4 R2.y, R1, c[9]; |
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| 64 | DP4 R2.x, R1, c[8]; |
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| 65 | MOV R0.x, c[12].w; |
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| 66 | MOV R0.z, c[14].w; |
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| 67 | MOV R0.y, c[13].w; |
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| 68 | ADD R0.xyz, -R2, R0; |
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| 69 | DP3 R0.w, R0, R0; |
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| 70 | RSQ R0.w, R0.w; |
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| 71 | MUL result.texcoord[5].xyz, R0.w, R0; |
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| 72 | ADD result.texcoord[1].xyz, c[16], -R2; |
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| 73 | DP4 result.position.w, R1, c[7]; |
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| 74 | DP4 result.position.z, R1, c[6]; |
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| 75 | DP4 result.position.y, R1, c[5]; |
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| 76 | DP4 result.position.x, R1, c[4]; |
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| 77 | MOV result.texcoord[0].xy, vertex.texcoord[0]; |
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| 78 | DP4 result.texcoord[2].z, vertex.normal, c[2]; |
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| 79 | DP4 result.texcoord[2].y, vertex.normal, c[1]; |
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| 80 | DP4 result.texcoord[2].x, vertex.normal, c[0]; |
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| 81 | DP4 result.texcoord[3].z, vertex.attrib[14], c[2]; |
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| 82 | DP4 result.texcoord[3].y, vertex.attrib[14], c[1]; |
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| 83 | DP4 result.texcoord[3].x, vertex.attrib[14], c[0]; |
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| 84 | DP4 result.texcoord[4].z, vertex.attrib[15], c[2]; |
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| 85 | DP4 result.texcoord[4].y, vertex.attrib[15], c[1]; |
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| 86 | DP4 result.texcoord[4].x, vertex.attrib[15], c[0]; |
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| 87 | END |
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| 88 | # 27 instructions, 3 R-regs |
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