📄 skinmesh1.vsh
字号:
vs.1.1
;------------------------------------------------------------------------------
; v0 = position
; v1 = blend weights
; v2 = blend indices
; v3 = normal
; v4 = texture coordinates
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; r0.w = Last blend weight
; r1 = Blend indices
; r2 = Temp position
; r3 = Temp normal
; r4 = Blended position in camera space
; r5 = Blended normal in camera space
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Constants specified by the app;
;
; c9-c95 = world-view matrix palette
; c8 = diffuse * light.diffuse
; c7 = ambient color
; c2-c5 = projection matrix
; c1 = light direction
; c0 = {1, power, 0, 1020.01};
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; oPos = Output position
; oD0 = Diffuse
; oD1 = Specular
; oT0 = texture coordinates
;------------------------------------------------------------------------------
dcl_position v0;
dcl_blendweight v1;
dcl_blendindices v2;
dcl_normal v3;
dcl_texcoord0 v4;
// Compensate for lack of UBYTE4 on Geforce3
mul r1,v2.zyxw,c0.wwww
//mul r1,v2,c0.wwww
//Set 1
mov a0.x,r1.x
m4x3 r4.xyz,v0,c[a0.x + 9];
m3x3 r5.xyz,v3,c[a0.x + 9];
//compute position
mov r4.w,c0.x
m4x4 oPos,r4,c2
// normalize normals
dp3 r5.w, r5, r5;
rsq r5.w, r5.w;
mul r5, r5, r5.w;
; Do the lighting calculation
dp3 r1.x, r5, c1 ; normal dot light
lit r1, r1
mul r0, r1.y, c8 ; Multiply with diffuse
add r0, r0, c7 ; Add in ambient
min oD0, r0, c0.x ; clamp if > 1
mov oD1, c0.zzzz ; output specular
; Copy texture coordinate
mov oT0, v4
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -