; PICA200 vertex shader ; Uniforms .fvec projection[4], modelView[4] ; Constants .constf myconst(0.0, 1.0, -1.0, 0.1) .alias zeros myconst.xxxx ; Vector full of zeros .alias ones myconst.yyyy ; Vector full of ones ; Outputs .out outpos position .out outtex texcoord0 ; Inputs (defined as aliases for convenience) .alias inpos v0 .alias intex v1 .proc main ; Force the w component of inpos to be 1.0 mov r0.xyz, inpos mov r0.w, ones ; r1 = modelView * inpos dp4 r1.x, modelView[0], r0 dp4 r1.y, modelView[1], r0 dp4 r1.z, modelView[2], r0 dp4 r1.w, modelView[3], r0 ; outpos = projection * r1 dp4 outpos.x, projection[0], r1 dp4 outpos.y, projection[1], r1 dp4 outpos.z, projection[2], r1 dp4 outpos.w, projection[3], r1 mov outtex, intex end .end