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VShader072-000367143943.vsh
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2005-10-13
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; This source file can be requested from NVLink.
; It could be re-assembled as a shader, but note that
; NVLink has already assembled this file into D3D opcodes
; You can ask NVLink for the constant and vertex slots from the API.
; Total Instructions: 65
; Instructions removed by optimizer: 4
; Used Constants: 19
; Used Vertex Slots: 0
; Used Registers: 7
#define c_constants 0
#define c_decompress_object_scale 1
#define c_screen_const 6
#define c_worldviewprojection_0 12
#define c_worldviewprojection_1 13
#define c_worldviewprojection_2 14
#define c_worldviewprojection_3 15
#define c_alpha_distance 18
#define c_heightfogplane 16
#define c_heightfogconst 17
#define c_objectspace_eyeposition 3
#define c_offset_const 2
#define c_facing_up_vector 4
#define c_wavewarp_ref1 5
#define c_wavewarp_ref2 7
#define c_wavewarp_amt1 8
#define c_wavewarp_amt2 9
#define c_wavewarp_dir1 10
#define c_wavewarp_dir2 11
vs.1.1
; f_move_uncompressed_position
; f_decompress_normal
mad r1, v3, c[c_constants].zzzz, -c[c_constants].yyyy
; f_decompress_texture0
mad r2.xy, v2.ywww, c[c_constants].wwww, v2.xzzz
mad oT0.xy, r2.xyyy, c[c_decompress_object_scale].zzzz, -c[c_decompress_object_scale].wwww
; f_move_fixed_localposition
mov r0, v0
; f_move_fixed_localnormal
; f_uncompress_facing_offset
mad r3.xyz, v5.xyzz, c[c_offset_const].xxxx, -c[c_offset_const].yyyy
; f_auto_face_normal_skew_up
add r4, v0, -c[c_objectspace_eyeposition]
mul r6.xyz, r1.yzxx, r4.zxyy
mad r4.xyz, r1.zxyy, -r4.yzxx, r6.xyzz
dp3 r4.w, r4.xyzz, r4.xyzz
rsq r4.w, r4.wwww
mul r4.xyz, r4.xyzz, r4.wwww
mul r6.xyz, r4.yzxx, r1.zxyy
mad r5.xyz, r4.zxyy, -r1.yzxx, r6.xyzz
mad r0.xyz, r5.xyzz, r3.xxxx, v0.xyzz
mad r0.xyz, r4.xyzz, r3.yyyy, r0.xyzz
mad r0.xyz, c[c_facing_up_vector].xyzz, r3.zzzz, r0.xyzz
; f_wavewarp
dp4 r3.w, r0, c[c_wavewarp_ref1]
expp r4.y, r3.wwww
mad r4.x, r4.yyyy, c[c_constants].zzzz, -c[c_constants].yyyy
mad r3.w, c[c_screen_const].xxxx, c[c_screen_const].xxxx, r3.wwww
expp r3.y, r3.wwww
mad r4.y, r3.yyyy, c[c_constants].zzzz, -c[c_constants].yyyy
dp4 r3.w, r0, c[c_wavewarp_ref2]
expp r5.y, r3.wwww
mad r4.z, r5.yyyy, c[c_constants].zzzz, -c[c_constants].yyyy
mad r3.w, c[c_screen_const].xxxx, c[c_screen_const].xxxx, r3.wwww
expp r3.y, r3.wwww
mad r4.w, r3.yyyy, c[c_constants].zzzz, -c[c_constants].yyyy
mul r3, r4, r4
mad r3, r3, r4, -r4
mul r4.xyz, c[c_wavewarp_amt1].xyzz, v15.xyzz
mul r5.xyz, c[c_wavewarp_amt2].xyzz, v15.xyzz
mad r0.xyz, r4.xyzz, r3.xxxx, r0.xyzz
mad r0.xyz, r5.xyzz, r3.zzzz, r0.xyzz
dp3 r4.x, r1.xyzz, r4.xyzz
mul r4.x, r4.xxxx, r3.yyyy
mul r4.x, r4.xxxx, c[c_wavewarp_dir1].wwww
dp3 r4.y, r1.xyzz, r5.xyzz
mul r4.y, r4.yyyy, r3.wwww
mul r4.y, r4.yyyy, c[c_wavewarp_dir2].wwww
mad r1.xyz, c[c_wavewarp_dir1].xyzz, -r4.xxxx, r1.xyzz
mad r4.xyz, c[c_wavewarp_dir2].xyzz, -r4.yyyy, r1.xyzz
dp3 r4.w, r4.xyzz, r4.xyzz
rsq r4.w, r4.wwww
mul r4, r4, r4.wwww
; f_outputobjectpos_clipspace
mov r0.w, c[c_constants].yyyy
dp4 oPos.x, r0, c[c_worldviewprojection_0]
dp4 oPos.y, r0, c[c_worldviewprojection_1]
dp4 oPos.z, r0, c[c_worldviewprojection_2]
dp4 oPos.w, r0, c[c_worldviewprojection_3]
; f_set_vertexcolor
mov r4, v14
; f_create_objectspace_eyevector_local_viewer
add r1, r0, -c[c_objectspace_eyeposition]
dp3 r1.w, r1, r1
rsq r3.w, r1.wwww
mul r1, -r1, r3.wwww
; f_calculate_texture_height_fog
mov r0.w, c[c_constants].yyyy
dp4 r0.y, r0, c[c_heightfogplane]
rcp r0.x, r3.wwww
mul oT1.x, r0.xxxx, c[c_heightfogconst].xxxx
add r1.x, -c[c_heightfogconst].yyyy, c[c_heightfogconst].wwww
add oFog, c[c_constants].yyyy, r1.xxxx
; f_output_texture_height_fog_t1
mov oT1.y, r0.xyyy
; f_write_default_texture
; f_set_diffuse_alpha_distance
rcp r3.w, r3.wwww
mad oD0.w, r3.wwww, c[c_alpha_distance].yyyy, c[c_alpha_distance].xxxx
; f_write_diffuse_result
mov oD0.xyz, r4
; end