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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