!!ARBvp1.0 OPTION NV_vertex_program3; # cgc version 2.0.0016, build date Jun 5 2008 # 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 # source file: c:\users\markus wegmann\documents\fx composer 2\projects\godrays\Blinn.cgfx #vendor NVIDIA Corporation #version 2.0.0.16 #profile vp40 #program std_VS #semantic Script : STANDARDSGLOBAL #semantic WorldITXf : WorldInverseTranspose #semantic WvpXf : WorldViewProjection #semantic WorldXf : World #semantic ViewIXf : ViewInverse #semantic Lamp0Pos : Position #semantic Lamp0Color : Specular #semantic AmbiColor : Ambient #semantic Ks #semantic Eccentricity #semantic ColorTexture #semantic ColorSampler #var float3 IN.Position : $vin.POSITION : POSITION : 0 : 1 #var float4 IN.UV : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1 #var float4 IN.Normal : $vin.NORMAL : NORMAL : 0 : 1 #var float4 IN.Tangent : $vin.TANGENT0 : ATTR14 : 0 : 1 #var float4 IN.Binormal : $vin.BINORMAL0 : ATTR15 : 0 : 1 #var float Script : STANDARDSGLOBAL : : -1 : 0 #var float4x4 WorldITXf : WorldInverseTranspose : c[0], 4 : -1 : 1 #var float4x4 WvpXf : WorldViewProjection : c[4], 4 : -1 : 1 #var float4x4 WorldXf : World : c[8], 4 : -1 : 1 #var float4x4 ViewIXf : ViewInverse : c[12], 4 : -1 : 1 #var float3 Lamp0Pos : Position : c[16] : -1 : 1 #var float3 Lamp0Color : Specular : : -1 : 0 #var float3 AmbiColor : Ambient : : -1 : 0 #var float Ks : : : -1 : 0 #var float Eccentricity : : : -1 : 0 #var texture ColorTexture : : : -1 : 0 #var sampler2D ColorSampler : : : -1 : 0 #var float4 std_VS.HPosition : $vout.POSITION : HPOS : -1 : 1 #var float2 std_VS.UV : $vout.TEXCOORD0 : TEX0 : -1 : 1 #var float3 std_VS.LightVec : $vout.TEXCOORD1 : TEX1 : -1 : 1 #var float3 std_VS.WorldNormal : $vout.TEXCOORD2 : TEX2 : -1 : 1 #var float3 std_VS.WorldTangent : $vout.TEXCOORD3 : TEX3 : -1 : 1 #var float3 std_VS.WorldBinormal : $vout.TEXCOORD4 : TEX4 : -1 : 1 #var float3 std_VS.WorldView : $vout.TEXCOORD5 : TEX5 : -1 : 1 #const c[17] = 1 #default Script = 0.80000001 #default Lamp0Pos = -0.5 2 1.25 #default Lamp0Color = 1 1 1 #default AmbiColor = 0.07 0.07 0.07 #default Ks = 0.40000001 #default Eccentricity = 0.30000001 PARAM c[18] = { program.local[0..16], { 1 } }; TEMP R0; TEMP R1; TEMP R2; TEMP RC, HC; BB1: MOV R1.w, c[17].x; MOV R1.xyz, vertex.position; DP4 R2.z, R1, c[10]; DP4 R2.y, R1, c[9]; DP4 R2.x, R1, c[8]; MOV R0.x, c[12].w; MOV R0.z, c[14].w; MOV R0.y, c[13].w; ADD R0.xyz, -R2, R0; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; MUL result.texcoord[5].xyz, R0.w, R0; ADD result.texcoord[1].xyz, c[16], -R2; DP4 result.position.w, R1, c[7]; DP4 result.position.z, R1, c[6]; DP4 result.position.y, R1, c[5]; DP4 result.position.x, R1, c[4]; MOV result.texcoord[0].xy, vertex.texcoord[0]; DP4 result.texcoord[2].z, vertex.normal, c[2]; DP4 result.texcoord[2].y, vertex.normal, c[1]; DP4 result.texcoord[2].x, vertex.normal, c[0]; DP4 result.texcoord[3].z, vertex.attrib[14], c[2]; DP4 result.texcoord[3].y, vertex.attrib[14], c[1]; DP4 result.texcoord[3].x, vertex.attrib[14], c[0]; DP4 result.texcoord[4].z, vertex.attrib[15], c[2]; DP4 result.texcoord[4].y, vertex.attrib[15], c[1]; DP4 result.texcoord[4].x, vertex.attrib[15], c[0]; END # 27 instructions, 3 R-regs