; This code initializes registers for vertex light ; processing. The actual routines will follow this ; code. #pragma screenspace xvs.1.1 ; Normalize the transformed vertex normals mul r0.xyz, r9.xyz, r9.xyz add r1.x, r0.x, r0.y add r2.x, r1.x, r0.z rsq r3.x, r2.x mul r9.xyz, r9.xyz, r3.x ; Set a0.x to first light's data block. mov r0.x, c[LIGHT_BASE_ADDRESS].w mov a0.x, r0.x