📄 test1.fp
字号:
!!FP1.0
#Date:2003/10/29
# test the position
# Vector X ----TEX0
#TexPARA.X = Width;
#TexPARA.Y = Height;
#TexPARA.Z = DimensionS;
#TexPARA.W = I;
DECLARE TexPARA ={0, 0, 0, 0};
#x = 1.0/Width;
#y = 1.0/Height;
#z = 1.0/DimensionS;
RCP R2.x, TexPARA.x;
RCP R2.y, TexPARA.y;
RCP R2.z, TexPARA.z;
#Find the correct texel pos in tex0
#Tex0.y*Height*Width + Tex0.x*Width + i
MUL R0.xy, f[TEX0], TexPARA;
FLR R0.xyzw, R0.xyzw;
MAD R0.x, R0.y, TexPARA.x, R0.x;
ADD R0.x, R0.x, TexPARA.w;
#a = (Tex0.y*Height*Width + Tex0.x*Width + i)%DimensionS -->R0.x
MUL R1.x, R2.z, R0.x;
FLR R1.x, R1.x;
MUL R1.x, R1.x, TexPARA.z;
SUB R0.x, R0.x, R1.x;
#Integer m = a/Width --->R1.y
#Integer n = a%Width --->R1.x
MUL R1.y, R0.x, R2.x;
FLR R1.y, R1.y;
MUL R1.x, R1.y, TexPARA.x;
SUB R1.x, R0.x, R1.x;
#Tex0.x = n/Width
#Tex0.y = m/Height
MUL R0.x, R1.x, R2.x;
MUL R0.y, R1.y, R2.y;
#Fetch Current Texture Position
TEX R0, R0, TEX0, 2D;
MOV o[COLR], R0;
END
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