📄 quad.nvv
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; Transforms a vertex to homogenoeous clip space
; and lights it with a single directional light in
; world space, then outputs a texture coordinate.
; - 7 instructions
; Note that negative output colors will be clamped
; by the implicit 0-1 clamp after the shader
vs.1.0
; Transform to clip space
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
; Dot normal with light direction in world space
dp3 r0, v1, c4
; Calculate color intensity
mul oD0, r0.x, c5
; Output texture coordinates
mov oT0, v2
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